diff options
author | 2017-12-01 16:19:43 -0500 | |
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committer | 2017-12-02 00:00:59 +0000 | |
commit | 10ed243e2ee7d733f73c9e5947ab5189fd6d46e3 (patch) | |
tree | 5cce27e7a9212b26532780c1a92796ca712da1bb /src/gpu/gl/GrGLCaps.cpp | |
parent | 0d05ca3e2fc36a8397b4cec4c23284beaf87642c (diff) |
Add cap on intel to avoid calling abs and floor on the same line in a
shader.
This fixes a bug on some intel devices where we are failing
in the ProcessorOptimizationTest.
I've tried other "no op" type things between the floor call and abs which
also fixed the issue, as well as adding explicit checks to see if we are
less than -1 or greater than 1 where the clamp is. Thus the clamp itself
should be a no op and shouldn't secretly be fixing the problem outside
of forcing the floor and abs lines to be separate.
Bug: skia:
Change-Id: I85bf82e0e02607b78470b7a5f8f918e9f53f0154
Reviewed-on: https://skia-review.googlesource.com/76820
Reviewed-by: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
Diffstat (limited to 'src/gpu/gl/GrGLCaps.cpp')
-rw-r--r-- | src/gpu/gl/GrGLCaps.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp index a31b0c0daa..d0436a43f2 100644 --- a/src/gpu/gl/GrGLCaps.cpp +++ b/src/gpu/gl/GrGLCaps.cpp @@ -1000,6 +1000,13 @@ void GrGLCaps::initGLSL(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli shaderCaps->fMustForceNegatedAtanParamToFloat = true; } + // On some Intel GPUs there is an issue where the driver outputs bogus values in the shader + // when floor and abs are called on the same line. Thus we must execute an Op between them to + // make sure the compiler doesn't re-inline them even if we break the calls apart. + if (kIntel_GrGLVendor == ctxInfo.vendor()) { + shaderCaps->fMustDoOpBetweenFloorAndAbs = true; + } + // On Adreno devices with framebuffer fetch support, there is a bug where they always return // the original dst color when reading the outColor even after being written to. By using a // local outColor we can work around this bug. |