diff options
author | Ethan Nicholas <ethannicholas@google.com> | 2018-04-12 14:39:21 -0400 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2018-04-12 20:26:51 +0000 |
commit | b809efbbfae3efc1f5940a34f36cb07bf46166c5 (patch) | |
tree | 5239f61a1d1506c1a85217d8602cd7b524892034 /tests/SkSLGLSLTest.cpp | |
parent | c828109ebd1519134b1c3fa168519ac07a31fe05 (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.cpp | 21 |
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" |