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-rw-r--r--include/gpu/GrShaderCaps.h4
-rw-r--r--src/gpu/GrShaderCaps.cpp2
-rw-r--r--src/gpu/gl/GrGLCaps.cpp6
-rw-r--r--src/sksl/SkSLGLSLCodeGenerator.cpp43
-rw-r--r--src/sksl/SkSLUtil.h11
-rw-r--r--tests/SkSLGLSLTest.cpp36
6 files changed, 100 insertions, 2 deletions
diff --git a/include/gpu/GrShaderCaps.h b/include/gpu/GrShaderCaps.h
index b56694c7dc..66e7d42306 100644
--- a/include/gpu/GrShaderCaps.h
+++ b/include/gpu/GrShaderCaps.h
@@ -121,6 +121,9 @@ public:
// the shader.
bool mustDoOpBetweenFloorAndAbs() const { return fMustDoOpBetweenFloorAndAbs; }
+ // If false, SkSL uses a workaround so that sk_FragCoord doesn't actually query gl_FragCoord
+ bool canUseFragCoord() const { return fCanUseFragCoord; }
+
bool requiresLocalOutputColorForFBFetch() const { return fRequiresLocalOutputColorForFBFetch; }
bool mustObfuscateUniformColor() const { return fMustObfuscateUniformColor; }
@@ -275,6 +278,7 @@ private:
bool fRequiresLocalOutputColorForFBFetch : 1;
bool fMustObfuscateUniformColor : 1;
bool fMustGuardDivisionEvenAfterExplicitZeroCheck : 1;
+ bool fCanUseFragCoord : 1;
const char* fVersionDeclString;
diff --git a/src/gpu/GrShaderCaps.cpp b/src/gpu/GrShaderCaps.cpp
index 2041ada635..2ab19478af 100644
--- a/src/gpu/GrShaderCaps.cpp
+++ b/src/gpu/GrShaderCaps.cpp
@@ -38,6 +38,7 @@ GrShaderCaps::GrShaderCaps(const GrContextOptions& options) {
fRequiresLocalOutputColorForFBFetch = false;
fMustObfuscateUniformColor = false;
fMustGuardDivisionEvenAfterExplicitZeroCheck = false;
+ fCanUseFragCoord = true;
fFlatInterpolationSupport = false;
fPreferFlatInterpolation = false;
fNoPerspectiveInterpolationSupport = false;
@@ -113,6 +114,7 @@ void GrShaderCaps::dumpJSON(SkJSONWriter* writer) const {
writer->appendBool("Must obfuscate uniform color", fMustObfuscateUniformColor);
writer->appendBool("Must guard division even after explicit zero check",
fMustGuardDivisionEvenAfterExplicitZeroCheck);
+ writer->appendBool("Can use gl_FragCoord", fCanUseFragCoord);
writer->appendBool("Flat interpolation support", fFlatInterpolationSupport);
writer->appendBool("Prefer flat interpolation", fPreferFlatInterpolation);
writer->appendBool("No perspective interpolation support", fNoPerspectiveInterpolationSupport);
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
index 4996859c51..d310cd219b 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -1048,6 +1048,12 @@ void GrGLCaps::initGLSL(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli
shaderCaps->fMustGuardDivisionEvenAfterExplicitZeroCheck = true;
}
#endif
+
+ // We've seen Adreno 3xx devices produce incorrect (flipped) values for gl_FragCoord, in some
+ // (rare) situations. It's sporadic, and mostly on older drviers.
+ if (kAdreno3xx_GrGLRenderer == ctxInfo.renderer()) {
+ shaderCaps->fCanUseFragCoord = false;
+ }
}
bool GrGLCaps::hasPathRenderingSupport(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli) {
diff --git a/src/sksl/SkSLGLSLCodeGenerator.cpp b/src/sksl/SkSLGLSLCodeGenerator.cpp
index 9e2336e22e..f3400c7f5a 100644
--- a/src/sksl/SkSLGLSLCodeGenerator.cpp
+++ b/src/sksl/SkSLGLSLCodeGenerator.cpp
@@ -597,6 +597,12 @@ void GLSLCodeGenerator::writeConstructor(const Constructor& c, Precedence parent
}
void GLSLCodeGenerator::writeFragCoord() {
+ if (!fProgram.fSettings.fCaps->canUseFragCoord()) {
+ this->write("vec4(sk_FragCoord_Workaround.xyz / sk_FragCoord_Workaround.w, "
+ "1.0 / sk_FragCoord_Workaround.w)");
+ return;
+ }
+
// We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers
// to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
// declaration varies in earlier GLSL specs. So it is simpler to omit it.
@@ -619,7 +625,7 @@ void GLSLCodeGenerator::writeFragCoord() {
// 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 float2beforehand
+ // do the same thing. Copying gl_FragCoord.xy into a temp float2 beforehand
// (and only accessing .xy) seems to "fix" things.
const char* precision = usesPrecisionModifiers() ? "highp " : "";
fHeader.writeText("uniform ");
@@ -640,7 +646,6 @@ void GLSLCodeGenerator::writeFragCoord() {
}
}
-
void GLSLCodeGenerator::writeVariableReference(const VariableReference& ref) {
switch (ref.fVariable.fModifiers.fLayout.fBuiltin) {
case SK_FRAGCOLOR_BUILTIN:
@@ -680,6 +685,10 @@ void GLSLCodeGenerator::writeIndexExpression(const IndexExpression& expr) {
this->write("]");
}
+bool is_sk_position(const FieldAccess& f) {
+ return "sk_Position" == f.fBase->fType.fields()[f.fFieldIndex].fName;
+}
+
void GLSLCodeGenerator::writeFieldAccess(const FieldAccess& f) {
if (f.fOwnerKind == FieldAccess::kDefault_OwnerKind) {
this->writeExpression(*f.fBase, kPostfix_Precedence);
@@ -755,11 +764,22 @@ void GLSLCodeGenerator::writeBinaryExpression(const BinaryExpression& b,
if (precedence >= parentPrecedence) {
this->write("(");
}
+ bool positionWorkaround = Compiler::IsAssignment(b.fOperator) &&
+ Expression::kFieldAccess_Kind == b.fLeft->fKind &&
+ is_sk_position((FieldAccess&) *b.fLeft) &&
+ !strstr(b.fRight->description().c_str(), "sk_RTAdjust") &&
+ !fProgram.fSettings.fCaps->canUseFragCoord();
+ if (positionWorkaround) {
+ this->write("sk_FragCoord_Workaround = (");
+ }
this->writeExpression(*b.fLeft, precedence);
this->write(" ");
this->write(Compiler::OperatorName(b.fOperator));
this->write(" ");
this->writeExpression(*b.fRight, precedence);
+ if (positionWorkaround) {
+ this->write(")");
+ }
if (precedence >= parentPrecedence) {
this->write(")");
}
@@ -1188,6 +1208,25 @@ void GLSLCodeGenerator::writeHeader() {
this->writeExtension((Extension&) *e);
}
}
+ if (!fProgram.fSettings.fCaps->canUseFragCoord()) {
+ Layout layout;
+ switch (fProgram.fKind) {
+ case Program::kVertex_Kind: {
+ Modifiers modifiers(layout, Modifiers::kOut_Flag | Modifiers::kHighp_Flag);
+ this->writeModifiers(modifiers, true);
+ this->write("vec4 sk_FragCoord_Workaround;\n");
+ break;
+ }
+ case Program::kFragment_Kind: {
+ Modifiers modifiers(layout, Modifiers::kIn_Flag | Modifiers::kHighp_Flag);
+ this->writeModifiers(modifiers, true);
+ this->write("vec4 sk_FragCoord_Workaround;\n");
+ break;
+ }
+ default:
+ break;
+ }
+ }
}
void GLSLCodeGenerator::writeProgramElement(const ProgramElement& e) {
diff --git a/src/sksl/SkSLUtil.h b/src/sksl/SkSLUtil.h
index 7a39386269..787698f2c6 100644
--- a/src/sksl/SkSLUtil.h
+++ b/src/sksl/SkSLUtil.h
@@ -174,6 +174,10 @@ public:
bool canUseFractForNegativeValues() const {
return true;
}
+
+ bool canUseFragCoord() const {
+ return true;
+ }
};
extern StandaloneShaderCaps standaloneCaps;
@@ -300,6 +304,13 @@ public:
result->fCanUseAnyFunctionInShader = false;
return result;
}
+
+ static sk_sp<GrShaderCaps> CannotUseFragCoord() {
+ sk_sp<GrShaderCaps> result = sk_make_sp<GrShaderCaps>(GrContextOptions());
+ result->fVersionDeclString = "#version 400";
+ result->fCanUseFragCoord = false;
+ return result;
+ }
};
#endif
diff --git a/tests/SkSLGLSLTest.cpp b/tests/SkSLGLSLTest.cpp
index 1ae421f8af..9b0571bcdc 100644
--- a/tests/SkSLGLSLTest.cpp
+++ b/tests/SkSLGLSLTest.cpp
@@ -1059,6 +1059,42 @@ DEF_TEST(SkSLFragCoord, r) {
"}\n",
&inputs);
REPORTER_ASSERT(r, !inputs.fRTHeight);
+
+ test(r,
+ "in float4 pos; void main() { sk_Position = pos; }",
+ *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
+ "#version 400\n"
+ "out vec4 sk_FragCoord_Workaround;\n"
+ "in vec4 pos;\n"
+ "void main() {\n"
+ " sk_FragCoord_Workaround = (gl_Position = pos);\n"
+ "}\n",
+ SkSL::Program::kVertex_Kind);
+
+ test(r,
+ "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }",
+ *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
+ "#version 400\n"
+ "out vec4 sk_FragCoord_Workaround;\n"
+ "in uniform vec4 sk_RTAdjust;\n"
+ "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, gl_Position.w);\n"
+ "}\n",
+ SkSL::Program::kVertex_Kind);
+
+ test(r,
+ "void main() { sk_FragColor.xy = sk_FragCoord.xy; }",
+ *SkSL::ShaderCapsFactory::CannotUseFragCoord(),
+ "#version 400\n"
+ "in vec4 sk_FragCoord_Workaround;\n"
+ "out vec4 sk_FragColor;\n"
+ "void main() {\n"
+ " sk_FragColor.xy = vec4(sk_FragCoord_Workaround.xyz / sk_FragCoord_Workaround.w, "
+ "1.0 / sk_FragCoord_Workaround.w).xy;\n"
+ "}\n");
}
DEF_TEST(SkSLVertexID, r) {