aboutsummaryrefslogtreecommitdiffhomepage
path: root/tests/SkSLGLSLTest.cpp
diff options
context:
space:
mode:
authorGravatar Ethan Nicholas <ethannicholas@google.com>2018-04-12 14:39:21 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-04-12 20:26:51 +0000
commitb809efbbfae3efc1f5940a34f36cb07bf46166c5 (patch)
tree5239f61a1d1506c1a85217d8602cd7b524892034 /tests/SkSLGLSLTest.cpp
parentc828109ebd1519134b1c3fa168519ac07a31fe05 (diff)
workaround for buggy macOS GLSL shader compiler
Bug: skia: Change-Id: Ib77e11d80f93f76e65eac6119dbf2bd03523aaf9 Reviewed-on: https://skia-review.googlesource.com/117626 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Diffstat (limited to 'tests/SkSLGLSLTest.cpp')
-rw-r--r--tests/SkSLGLSLTest.cpp21
1 files changed, 8 insertions, 13 deletions
diff --git a/tests/SkSLGLSLTest.cpp b/tests/SkSLGLSLTest.cpp
index 0b9ed35006..fe30ef49fd 100644
--- a/tests/SkSLGLSLTest.cpp
+++ b/tests/SkSLGLSLTest.cpp
@@ -1136,9 +1136,8 @@ DEF_TEST(SkSLFragCoord, r) {
"in vec4 pos;\n"
"void main() {\n"
" sk_FragCoord_Workaround = (gl_Position = pos);\n"
- " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, "
- "gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, 0.0, "
- "gl_Position.w);\n"
+ " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw,"
+ " 0.0, gl_Position.w);\n"
"}\n",
SkSL::Program::kVertex_Kind);
@@ -1818,10 +1817,8 @@ DEF_TEST(SkSLNormalization, r) {
"uniform vec4 sk_RTAdjust;\n"
"void main() {\n"
" gl_Position = vec4(1.0);\n"
- " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, "
- "gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, "
- "0.0, "
- "gl_Position.w);\n"
+ " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
+ "sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
"}\n",
SkSL::Program::kVertex_Kind);
test(r,
@@ -1845,16 +1842,14 @@ DEF_TEST(SkSLNormalization, r) {
"void main() {\n"
" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
" {\n"
- " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * "
- "sk_RTAdjust.y, gl_Position.y * sk_RTAdjust.z + gl_Position.w * "
- "sk_RTAdjust.w, 0.0, gl_Position.w);\n"
+ " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
+ "sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
" EmitVertex();\n"
" }\n"
" gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
" {\n"
- " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * "
- "sk_RTAdjust.y, gl_Position.y * sk_RTAdjust.z + gl_Position.w * "
- "sk_RTAdjust.w, 0.0, gl_Position.w);\n"
+ " gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
+ "sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"