diff options
author | robertphillips <robertphillips@google.com> | 2015-07-21 12:06:52 -0700 |
---|---|---|
committer | Commit bot <commit-bot@chromium.org> | 2015-07-21 12:06:52 -0700 |
commit | 18c58c7268e830d5684b97cb010fa1468b16edf9 (patch) | |
tree | 419f1ec698db5483bc66cff89a0b6f2b3fe58161 /src/gpu | |
parent | e617e1525916d7ee684142728c0905828caf49da (diff) |
Possible fix Moto E compilation failure
It appears that the Adreno compiler is even more twitchy about gl_FragCoord handling than expected.
BUG=skia:4078
Review URL: https://codereview.chromium.org/1246773003
Diffstat (limited to 'src/gpu')
-rw-r--r-- | src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp index c2eb09d85a..621243f53b 100644 --- a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp +++ b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp @@ -159,6 +159,7 @@ const char* GrGLFragmentShaderBuilder::fragmentPosition() { } return "gl_FragCoord"; } else { + static const char* kTempName = "tmpXYFragCoord"; static const char* kCoordName = "fragCoordYDown"; if (!fSetupFragPosition) { // temporarily change the stage index because we're inserting non-stage code. @@ -173,11 +174,14 @@ const char* GrGLFragmentShaderBuilder::fragmentPosition() { "RTHeight", &rtHeightName); - // Using glFragCoord.zw for the last two components tickles an Adreno driver bug that - // causes programs to fail to link. Making this function return a vec2() didn't fix the - // problem but using 1.0 for the last two components does. - this->codePrependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, 1.0, " - "1.0);\n", kCoordName, rtHeightName); + // The Adreno compiler seems to be very touchy about access to "gl_FragCoord". + // Accessing glFragCoord.zw can cause a program to fail to link. Additionally, + // depending on the surrounding code, accessing .xy with a uniform involved can + // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand + // (and only accessing .xy) seems to "fix" things. + this->codePrependf("\tvec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n", + kCoordName, kTempName, rtHeightName, kTempName); + this->codePrependf("vec2 %s = gl_FragCoord.xy;", kTempName); fSetupFragPosition = true; } SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid()); |