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authorGravatar Brian Osman <brianosman@google.com>2017-05-26 16:30:19 -0400
committerGravatar Brian Osman <brianosman@google.com>2017-05-26 20:40:22 +0000
commit988adb495da924e37049eeaa4682addf4692cf27 (patch)
treedd9e3b58189e4897d7047c3143a478c69bd5ee06 /tests/GLProgramsTest.cpp
parent4e1868c7f7878123c52cade16741010bcfeb7c73 (diff)
Reduce tree depth on iOS too
Bug: skia:6627 Change-Id: Ib92b62bf1191170a46e63f61fa9502ca2f9ee771 Reviewed-on: https://skia-review.googlesource.com/18072 Reviewed-by: Mike Klein <mtklein@chromium.org> Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'tests/GLProgramsTest.cpp')
-rw-r--r--tests/GLProgramsTest.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/tests/GLProgramsTest.cpp b/tests/GLProgramsTest.cpp
index 26df90e8e0..51259781f2 100644
--- a/tests/GLProgramsTest.cpp
+++ b/tests/GLProgramsTest.cpp
@@ -218,7 +218,11 @@ static void set_random_color_coverage_stages(GrPaint* paint,
if (d->fRandom->nextF() < procTreeProbability) {
// A full tree with 5 levels (31 nodes) may cause a program that exceeds shader limits
// (e.g. uniform or varying limits); maxTreeLevels should be a number from 1 to 4 inclusive.
- const int maxTreeLevels = 4;
+ int maxTreeLevels = 4;
+ // On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
+#ifdef SK_BUILD_FOR_IOS
+ maxTreeLevels = 2;
+#endif
sk_sp<GrFragmentProcessor> fp(create_random_proc_tree(d, 2, maxTreeLevels));
paint->addColorFragmentProcessor(std::move(fp));
} else {