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
This commit is contained in:
robertphillips 2015-07-21 12:06:52 -07:00 committed by Commit bot
parent e617e15259
commit 18c58c7268

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@ -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());