Add workaround for switch() containing only a default
case.
The Mac Radeon GLSL driver crashes when given a switch statement that only contains a default case and returns a value. Adding a case works around the crash, and doesn't affect the meaning of the switch. Change-Id: Iabbd267e0e31e8df7d3b7e747a7204d50931d0be Reviewed-on: https://skia-review.googlesource.com/c/skia/+/450977 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
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@ -398,6 +398,7 @@ sksl_shared_tests = [
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"/sksl/shared/StructMaxDepth.sksl",
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"/sksl/shared/Switch.sksl",
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"/sksl/shared/SwitchContainingDeadCode.sksl",
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"/sksl/shared/SwitchDefaultOnly.sksl",
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"/sksl/shared/SwitchWithFallthrough.sksl",
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"/sksl/shared/SwizzleBoolConstants.sksl",
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"/sksl/shared/SwizzleByConstantIndex.sksl",
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7
resources/sksl/shared/SwitchDefaultOnly.sksl
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7
resources/sksl/shared/SwitchDefaultOnly.sksl
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@ -0,0 +1,7 @@
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uniform half4 colorGreen, colorRed;
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half4 main(float2 coords) {
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switch (int(colorGreen.g)) {
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default: return colorGreen;
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}
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}
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@ -1358,6 +1358,12 @@ void GLSLCodeGenerator::writeSwitchStatement(const SwitchStatement& s) {
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this->writeExpression(*s.value(), Precedence::kTopLevel);
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this->writeLine(") {");
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fIndentation++;
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// If a switch contains only a `default` case and nothing else, this confuses some drivers and
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// can lead to a crash. Adding a real case before the default seems to work around the bug,
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// and doesn't change the meaning of the switch.
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if (s.cases().size() == 1 && !s.cases().front()->as<SwitchCase>().value()) {
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this->writeLine("case 0:");
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}
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for (const std::unique_ptr<Statement>& stmt : s.cases()) {
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const SwitchCase& c = stmt->as<SwitchCase>();
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if (c.value()) {
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@ -324,6 +324,7 @@ SKSL_TEST_ES3(SkSLStaticSwitch, "shared/StaticSwitch.sksl")
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SKSL_TEST(SkSLStructArrayFollowedByScalar, "shared/StructArrayFollowedByScalar.sksl")
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SKSL_TEST(SkSLStructsInFunctions, "shared/StructsInFunctions.sksl")
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SKSL_TEST_ES3(SkSLSwitch, "shared/Switch.sksl")
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SKSL_TEST_ES3(SkSLSwitchDefaultOnly, "shared/SwitchDefaultOnly.sksl")
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SKSL_TEST(SkSLSwizzleBoolConstants, "shared/SwizzleBoolConstants.sksl")
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SKSL_TEST(SkSLSwizzleByConstantIndex, "shared/SwizzleByConstantIndex.sksl")
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SKSL_TEST(SkSLSwizzleConstants, "shared/SwizzleConstants.sksl")
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@ -64,6 +64,7 @@ bool switch_with_all_returns_b() {
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}
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bool switch_only_default_b() {
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switch (int(unknownInput)) {
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case 0:
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default:
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return true;
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}
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70
tests/sksl/shared/SwitchDefaultOnly.asm.frag
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70
tests/sksl/shared/SwitchDefaultOnly.asm.frag
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@ -0,0 +1,70 @@
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %_entrypoint_v "_entrypoint" %sk_FragColor %sk_Clockwise
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OpExecutionMode %_entrypoint_v OriginUpperLeft
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OpName %sk_FragColor "sk_FragColor"
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OpName %sk_Clockwise "sk_Clockwise"
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OpName %_UniformBuffer "_UniformBuffer"
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OpMemberName %_UniformBuffer 0 "colorGreen"
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OpMemberName %_UniformBuffer 1 "colorRed"
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OpName %_entrypoint_v "_entrypoint_v"
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OpName %main "main"
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OpDecorate %sk_FragColor RelaxedPrecision
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OpDecorate %sk_FragColor Location 0
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OpDecorate %sk_FragColor Index 0
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OpDecorate %sk_Clockwise BuiltIn FrontFacing
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OpMemberDecorate %_UniformBuffer 0 Offset 0
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OpMemberDecorate %_UniformBuffer 0 RelaxedPrecision
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OpMemberDecorate %_UniformBuffer 1 Offset 16
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OpMemberDecorate %_UniformBuffer 1 RelaxedPrecision
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OpDecorate %_UniformBuffer Block
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OpDecorate %10 Binding 0
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OpDecorate %10 DescriptorSet 0
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OpDecorate %30 RelaxedPrecision
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OpDecorate %31 RelaxedPrecision
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OpDecorate %36 RelaxedPrecision
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%float = OpTypeFloat 32
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%v4float = OpTypeVector %float 4
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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%sk_FragColor = OpVariable %_ptr_Output_v4float Output
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%bool = OpTypeBool
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%_ptr_Input_bool = OpTypePointer Input %bool
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%sk_Clockwise = OpVariable %_ptr_Input_bool Input
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%_UniformBuffer = OpTypeStruct %v4float %v4float
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%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer
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%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform
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%void = OpTypeVoid
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%15 = OpTypeFunction %void
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%v2float = OpTypeVector %float 2
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%float_0 = OpConstant %float 0
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%19 = OpConstantComposite %v2float %float_0 %float_0
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%_ptr_Function_v2float = OpTypePointer Function %v2float
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%23 = OpTypeFunction %v4float %_ptr_Function_v2float
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%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%_entrypoint_v = OpFunction %void None %15
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%16 = OpLabel
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%20 = OpVariable %_ptr_Function_v2float Function
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OpStore %20 %19
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%22 = OpFunctionCall %v4float %main %20
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OpStore %sk_FragColor %22
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OpReturn
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OpFunctionEnd
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%main = OpFunction %v4float None %23
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%24 = OpFunctionParameter %_ptr_Function_v2float
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%25 = OpLabel
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%26 = OpAccessChain %_ptr_Uniform_v4float %10 %int_0
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%30 = OpLoad %v4float %26
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%31 = OpCompositeExtract %float %30 1
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%32 = OpConvertFToS %int %31
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OpSelectionMerge %33 None
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OpSwitch %32 %34
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%34 = OpLabel
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%35 = OpAccessChain %_ptr_Uniform_v4float %10 %int_0
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%36 = OpLoad %v4float %35
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OpReturnValue %36
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%33 = OpLabel
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OpUnreachable
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OpFunctionEnd
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11
tests/sksl/shared/SwitchDefaultOnly.glsl
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11
tests/sksl/shared/SwitchDefaultOnly.glsl
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@ -0,0 +1,11 @@
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out vec4 sk_FragColor;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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vec4 main() {
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switch (int(colorGreen.y)) {
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case 0:
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default:
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return colorGreen;
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}
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}
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22
tests/sksl/shared/SwitchDefaultOnly.metal
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22
tests/sksl/shared/SwitchDefaultOnly.metal
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@ -0,0 +1,22 @@
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Uniforms {
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float4 colorGreen;
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float4 colorRed;
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};
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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switch (int(_uniforms.colorGreen.y)) {
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default:
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_out.sk_FragColor = _uniforms.colorGreen;
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return _out;
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}
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return _out;
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}
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