| Index: src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
|
| diff --git a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
|
| index c2eb09d85a8895170edb8fb7deef8e2afa48e793..621243f53bbb6c81c498e688a9c3fa71a55294bd 100644
|
| --- a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
|
| +++ b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
|
| @@ -159,6 +159,7 @@ const char* GrGLFragmentShaderBuilder::fragmentPosition() {
|
| }
|
| return "gl_FragCoord";
|
| } else {
|
| + static const char* kTempName = "tmpXYFragCoord";
|
| static const char* kCoordName = "fragCoordYDown";
|
| if (!fSetupFragPosition) {
|
| // temporarily change the stage index because we're inserting non-stage code.
|
| @@ -173,11 +174,14 @@ const char* GrGLFragmentShaderBuilder::fragmentPosition() {
|
| "RTHeight",
|
| &rtHeightName);
|
|
|
| - // Using glFragCoord.zw for the last two components tickles an Adreno driver bug that
|
| - // causes programs to fail to link. Making this function return a vec2() didn't fix the
|
| - // problem but using 1.0 for the last two components does.
|
| - this->codePrependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, 1.0, "
|
| - "1.0);\n", kCoordName, rtHeightName);
|
| + // The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
|
| + // Accessing glFragCoord.zw can cause a program to fail to link. Additionally,
|
| + // depending on the surrounding code, accessing .xy with a uniform involved can
|
| + // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand
|
| + // (and only accessing .xy) seems to "fix" things.
|
| + this->codePrependf("\tvec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n",
|
| + kCoordName, kTempName, rtHeightName, kTempName);
|
| + this->codePrependf("vec2 %s = gl_FragCoord.xy;", kTempName);
|
| fSetupFragPosition = true;
|
| }
|
| SkASSERT(fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
|
|
|