Fix nondeterminism when copying intrinsic functions.
Previously, we copied intrinsic functions in a totally arbitrary order; it used an unordered_set of pointers, so it could be affected by switching standard libraries OR by malloc nondeterminism. (Surprisingly, it was fairly consistent in practice on OS X/Linux.) This CL sorts the intrinsic functions into a consistent order before copying them. Change-Id: If90342bb77a9ae237a3ce91be3a9847311a722c4 Bug: skia:10749 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/318700 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
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@ -2032,7 +2032,25 @@ void IRGenerator::copyIntrinsicIfNeeded(const FunctionDeclaration& function) {
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if (found != fIntrinsics->end() && !found->second.fAlreadyIncluded) {
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found->second.fAlreadyIncluded = true;
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FunctionDefinition& original = found->second.fIntrinsic->as<FunctionDefinition>();
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for (const FunctionDeclaration* f : original.fReferencedIntrinsics) {
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// Sort the referenced intrinsics into a consistent order; otherwise our output will become
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// non-deterministic.
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std::vector<const FunctionDeclaration*> intrinsics(original.fReferencedIntrinsics.begin(),
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original.fReferencedIntrinsics.end());
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std::sort(intrinsics.begin(), intrinsics.end(),
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[](const FunctionDeclaration* a, const FunctionDeclaration* b) {
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if (a->fBuiltin != b->fBuiltin) {
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return a->fBuiltin < b->fBuiltin;
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}
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if (a->fOffset != b->fOffset) {
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return a->fOffset < b->fOffset;
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}
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if (a->fName != b->fName) {
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return a->fName < b->fName;
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}
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return a->description() < b->description();
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});
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for (const FunctionDeclaration* f : intrinsics) {
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this->copyIntrinsicIfNeeded(*f);
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}
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fProgramElements->push_back(original.clone());
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@ -23,12 +23,12 @@ vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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float _blend_color_saturation(vec3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _2_blend_color_saturation;
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{
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@ -23,12 +23,12 @@ vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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float _blend_color_saturation(vec3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _2_blend_color_saturation;
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{
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@ -23,12 +23,12 @@ vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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float _blend_color_saturation(vec3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _2_blend_color_saturation;
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{
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@ -23,12 +23,12 @@ vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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float _blend_color_saturation(vec3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _2_blend_color_saturation;
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{
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