[impeller] move gaussian blur vertex uniforms to fragment uniforms#35201
[impeller] move gaussian blur vertex uniforms to fragment uniforms#35201auto-submit[bot] merged 2 commits intoflutter:mainfrom
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bdero
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Thanks! This was on my cleanup scratch pad. It was written at a time where there were bugs preventing uniform structs from working when present in both shaders.
(Also, please verify that Play/EntityTest.GaussianBlurFilter/* doesn't break if you haven't done so yet!)
| v_inner_blur_factor = frame_info.inner_blur_factor; | ||
| v_outer_blur_factor = frame_info.outer_blur_factor; | ||
| } | ||
| } No newline at end of file |
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I've verified to the best of my ability that this is still working as expected 😓 😅 maybe golden tests aren't that bad? |
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actually, I see some differences in this particular app but that is in a comparison with skia. Let me double check |
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nvm the difference is consistent between the change shaders, so its just an existing impeller bug - perhaps due to missing scaling on the sigma values |
The blur shader is currently passing uniforms from the vertex shader through fragment shader inputs. Instead make the fragment shader take these as a uniform - which I think is theoretically faster and cleaner.
From local debugging, this reduces the amount of time spent in WaitForNextDrawable from ~830 ms to ~660 ms in a customer application.
TOT ios_debug
With change ios_debug
Of course, maybe its all just noise!