Rename a shader variable to please MSL.
"vertex" is a reserved word in MSL. Rename the variable to "position". Change-Id: I20a8bdd443cbdb1a41496728fc1ff388a02e1d24 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/222105 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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@ -61,7 +61,7 @@ class GrGLSLProgramDataManager;
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namespace skiagm {
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namespace skiagm {
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static constexpr GrGeometryProcessor::Attribute gVertex =
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static constexpr GrGeometryProcessor::Attribute gVertex =
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{"vertex", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
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{"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
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/**
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/**
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* This is a GPU-backend specific test. It ensures that SkSL properly identifies clockwise-winding
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* This is a GPU-backend specific test. It ensures that SkSL properly identifies clockwise-winding
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@ -104,7 +104,7 @@ class GLSLClockwiseTestProcessor : public GrGLSLGeometryProcessor {
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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const ClockwiseTestProcessor& proc = args.fGP.cast<ClockwiseTestProcessor>();
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const ClockwiseTestProcessor& proc = args.fGP.cast<ClockwiseTestProcessor>();
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args.fVaryingHandler->emitAttributes(proc);
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args.fVaryingHandler->emitAttributes(proc);
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "vertex");
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gpArgs->fPositionVar.set(kFloat2_GrSLType, "position");
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args.fFragBuilder->codeAppendf(
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args.fFragBuilder->codeAppendf(
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"%s = sk_Clockwise ? half4(0,1,0,1) : half4(1,0,0,1);", args.fOutputColor);
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"%s = sk_Clockwise ? half4(0,1,0,1) : half4(1,0,0,1);", args.fOutputColor);
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if (!proc.fReadSkFragCoord) {
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if (!proc.fReadSkFragCoord) {
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