9078a89b26
When compiling test shaders, we were setting SK_FRAGCOORD_BUILTIN on the `coords` parameter to main() instead of SK_MAIN_COORDS_BUILTIN. These two built-ins don't have the same type (float2 vs. float4) and don't mean quite the same thing. The SPIR-V code generator saw a variable with the SK_FRAGCOORD_BUILTIN builtin value and assumed the presence of a global variable named `sk_FragCoord`, which didn't exist (because it was never referenced in the code, so it was never cloned in from the sksl_frag module). This is only a concern when compiling test shaders with skslc; real shaders don't hit these code paths. The generated code here is still imperfect; if you look closely, you'll see the GLSL and Metal code is referencing the `coords` variable but it's never declared anywhere. Change-Id: I3ad249469927ff35eb1e75d6536f95317502708f Bug: skia:12340 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/440520 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>
10 lines
459 B
GLSL
10 lines
459 B
GLSL
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out vec4 sk_FragColor;
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uniform vec4 testInputs;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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vec4 main() {
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vec4 expected = vec4(0.0);
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return (((((dFdx(testInputs.x) == expected.x && dFdx(testInputs.xy) == expected.xy) && dFdx(testInputs.xyz) == expected.xyz) && dFdx(testInputs) == expected) && sign(dFdx(coords.xx)) == vec2(1.0, 1.0)) && sign(dFdx(coords.yy)) == vec2(0.0, 0.0)) && sign(dFdx(coords)) == vec2(1.0, 0.0) ? colorGreen : colorRed;
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}
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