Enable the inliner on Intel Windows GPUs.

Disabling it has caused regressions in some test slides.
Example: http://screen/5dpPVnJukBAcyKb

Change-Id: If302ffd39cd28215c557bbba444d9c8669dea1c8
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/391298
Commit-Queue: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
This commit is contained in:
John Stiles 2021-03-31 13:58:24 -04:00
parent e1182785be
commit 6f67278428

View File

@ -995,6 +995,17 @@ void GrGLCaps::initGLSL(const GrGLContextInfo& ctxInfo, const GrGLInterface* gli
// ANGLE under the hood, so we make an exception for that case.
shaderCaps->fEnableSkSLInliner = true;
}
#ifdef SK_BUILD_FOR_WIN
if (ctxInfo.driver() == kIntel_GrGLDriver ||
(ctxInfo.driver() == kANGLE_GrGLDriver &&
ctxInfo.angleVendor() == GrGLANGLEVendor::kIntel &&
ctxInfo.angleBackend() == GrGLANGLEBackend::kOpenGL)) {
// The Intel driver on Windows produces incorrect results on clip_shader test slides when
// the inliner is off. (Example: http://screen/5dpPVnJukBAcyKb)
shaderCaps->fEnableSkSLInliner = true;
}
#endif
}
void GrGLCaps::initFSAASupport(const GrContextOptions& contextOptions,