Always declare sk_FragColor in GLSL, even if unused
PLS and discard-only shaders are the only time this has an impact, and it doesn't seem like a problem to have the declaration? Removes one use of variable reference counts, which are going to be refactored. Change-Id: Idb8d06087eed56070252ee02dcf907bf0d24c5a1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/328796 Reviewed-by: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
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@ -1495,8 +1495,7 @@ void GLSLCodeGenerator::writeProgramElement(const ProgramElement& e) {
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this->writeVarDeclaration(decl, true);
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this->writeLine();
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} else if (builtin == SK_FRAGCOLOR_BUILTIN &&
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fProgram.fSettings.fCaps->mustDeclareFragmentShaderOutput() &&
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decl.var().writeCount()) {
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fProgram.fSettings.fCaps->mustDeclareFragmentShaderOutput()) {
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if (fProgram.fSettings.fFragColorIsInOut) {
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this->write("inout ");
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} else {
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@ -1,4 +1,5 @@
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out vec4 sk_FragColor;
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void main() {
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{
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discard;
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