workaround for buggy macOS GLSL shader compiler

Bug: skia:
Change-Id: Ib77e11d80f93f76e65eac6119dbf2bd03523aaf9
Reviewed-on: https://skia-review.googlesource.com/117626
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
This commit is contained in:
Ethan Nicholas 2018-04-12 14:39:21 -04:00 committed by Skia Commit-Bot
parent c828109ebd
commit b809efbbfa
2 changed files with 17 additions and 23 deletions

View File

@ -613,8 +613,7 @@ std::unique_ptr<Block> IRGenerator::applyInvocationIDWorkaround(std::unique_ptr<
}
std::unique_ptr<Statement> IRGenerator::getNormalizeSkPositionCode() {
// sk_Position = float4(sk_Position.x * rtAdjust.x + sk_Position.w * rtAdjust.y,
// sk_Position.y * rtAdjust.z + sk_Position.w * rtAdjust.w,
// sk_Position = float4(sk_Position.xy * rtAdjust.xz + sk_Position.ww * rtAdjust.yw,
// 0,
// sk_Position.w);
ASSERT(fSkPerVertex && fRTAdjust);
@ -627,16 +626,15 @@ std::unique_ptr<Statement> IRGenerator::getNormalizeSkPositionCode() {
#define ADJUST (fRTAdjustInterfaceBlock ? \
FIELD(fRTAdjustInterfaceBlock, fRTAdjustFieldIndex) : \
REF(fRTAdjust))
#define SWIZZLE(expr, field) std::unique_ptr<Expression>(new Swizzle(fContext, expr, { field }))
#define OP(left, op, right) std::unique_ptr<Expression>(\
new BinaryExpression(-1, left, op, right, *fContext.fFloat_Type))
#define SWIZZLE(expr, ...) std::unique_ptr<Expression>(new Swizzle(fContext, expr, \
{ __VA_ARGS__ }))
#define OP(left, op, right) std::unique_ptr<Expression>( \
new BinaryExpression(-1, left, op, right, \
*fContext.fFloat2_Type))
std::vector<std::unique_ptr<Expression>> children;
children.push_back(OP(OP(SWIZZLE(POS, 0), Token::STAR, SWIZZLE(ADJUST, 0)),
children.push_back(OP(OP(SWIZZLE(POS, 0, 1), Token::STAR, SWIZZLE(ADJUST, 0, 2)),
Token::PLUS,
OP(SWIZZLE(POS, 3), Token::STAR, SWIZZLE(ADJUST, 1))));
children.push_back(OP(OP(SWIZZLE(POS, 1), Token::STAR, SWIZZLE(ADJUST, 2)),
Token::PLUS,
OP(SWIZZLE(POS, 3), Token::STAR, SWIZZLE(ADJUST, 3))));
OP(SWIZZLE(POS, 3, 3), Token::STAR, SWIZZLE(ADJUST, 1, 3))));
children.push_back(std::unique_ptr<Expression>(new FloatLiteral(fContext, -1, 0.0)));
children.push_back(SWIZZLE(POS, 3));
std::unique_ptr<Expression> result = OP(POS, Token::EQ,
@ -646,6 +644,7 @@ std::unique_ptr<Statement> IRGenerator::getNormalizeSkPositionCode() {
return std::unique_ptr<Statement>(new ExpressionStatement(std::move(result)));
}
void IRGenerator::convertFunction(const ASTFunction& f) {
const Type* returnType = this->convertType(*f.fReturnType);
if (!returnType) {

View File

@ -1136,9 +1136,8 @@ DEF_TEST(SkSLFragCoord, r) {
"in vec4 pos;\n"
"void main() {\n"
" sk_FragCoord_Workaround = (gl_Position = pos);\n"
" gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, "
"gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, 0.0, "
"gl_Position.w);\n"
" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw,"
" 0.0, gl_Position.w);\n"
"}\n",
SkSL::Program::kVertex_Kind);
@ -1818,10 +1817,8 @@ DEF_TEST(SkSLNormalization, r) {
"uniform vec4 sk_RTAdjust;\n"
"void main() {\n"
" gl_Position = vec4(1.0);\n"
" gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, "
"gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, "
"0.0, "
"gl_Position.w);\n"
" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
"sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
"}\n",
SkSL::Program::kVertex_Kind);
test(r,
@ -1845,16 +1842,14 @@ DEF_TEST(SkSLNormalization, r) {
"void main() {\n"
" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
" {\n"
" gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * "
"sk_RTAdjust.y, gl_Position.y * sk_RTAdjust.z + gl_Position.w * "
"sk_RTAdjust.w, 0.0, gl_Position.w);\n"
" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
"sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
" EmitVertex();\n"
" }\n"
" gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
" {\n"
" gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * "
"sk_RTAdjust.y, gl_Position.y * sk_RTAdjust.z + gl_Position.w * "
"sk_RTAdjust.w, 0.0, gl_Position.w);\n"
" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
"sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"