d8d85b9b89
Reland works around Adreno issue with this formulation of sk_Clockwise: (sk_RTFlip.y < 0.0 ? !gl_FrontFacing : gl_FrontFacing) and instead adds this to the top of the function: bool sk_Clockwise = gl_FrontFacing; if (sk_RTFlip.y < 0.0) { sk_Clockwise = !sk_Clockwise; } Original description: SkSL language features that are origin sensitive now use a uniform to conditionally flip their result rather than generating different code. Previously we would insert a "rt height" uniform if sk_FragCoord needed to be flipped. sk_FragCoord,y was implemented as "realFragCoord.y" or "rtHeight - realFragCoord.y" depending on SkSL::ProgramSettings::fFlipY. Now we instead use a two component vector rtFlip and sk_FragCoord.y is always "rtFlip.x + rtFlip.y*realFragCoord.y". We configure rtFlip as either (0, 1) or (rtHeight, -1). sk_Clockwise and dFdy simiarly use rtFlip.y to emit code that always works with either origin. Bug: skia:12037 Change-Id: I3a2ad6f5667eb4dcd823b939abd5698f89b58929 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/425178 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
56 lines
2.0 KiB
JavaScript
56 lines
2.0 KiB
JavaScript
OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main" %sk_FragColor %sk_Clockwise
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OpExecutionMode %main 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 "a"
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OpMemberName %_UniformBuffer 1 "u_skRTFlip"
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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 32
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OpDecorate %_UniformBuffer Block
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OpDecorate %11 Binding 0
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OpDecorate %11 DescriptorSet 0
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OpDecorate %23 RelaxedPrecision
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OpDecorate %29 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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%v2float = OpTypeVector %float 2
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%_UniformBuffer = OpTypeStruct %float %v2float
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%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer
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%11 = OpVariable %_ptr_Uniform__UniformBuffer Uniform
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%void = OpTypeVoid
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%16 = OpTypeFunction %void
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%_ptr_Uniform_float = OpTypePointer Uniform %float
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%int = OpTypeInt 32 1
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%int_0 = OpConstant %int 0
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%int_1 = OpConstant %int 1
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%_ptr_Uniform_v2float = OpTypePointer Uniform %v2float
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%_ptr_Output_float = OpTypePointer Output %float
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%main = OpFunction %void None %16
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%17 = OpLabel
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%19 = OpAccessChain %_ptr_Uniform_float %11 %int_0
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%23 = OpLoad %float %19
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%18 = OpDPdy %float %23
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%25 = OpAccessChain %_ptr_Uniform_v2float %11 %int_1
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%27 = OpLoad %v2float %25
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%28 = OpCompositeExtract %float %27 1
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%29 = OpFMul %float %18 %28
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%30 = OpAccessChain %_ptr_Output_float %sk_FragColor %int_0
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OpStore %30 %29
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OpReturn
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OpFunctionEnd
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