Avoid flat interpolation on ANGLE
Bug: skia:
Change-Id: I12bea94bee9d90b92ed640c5b69853cb47d7f2e8
Reviewed-on: https://skia-review.googlesource.com/c/174066
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
index 1f2d8f3..73e1f9d 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -735,9 +735,11 @@
shaderCaps->fFlatInterpolationSupport =
ctxInfo.glslGeneration() >= k330_GrGLSLGeneration; // This is the value for GLSL ES 3.0.
}
- // Flat interpolation appears to be slow on Qualcomm GPUs (tested Adreno 405 and 530).
+ // Flat interpolation appears to be slow on Qualcomm GPUs (tested Adreno 405 and 530). ANGLE
+ // Avoid on ANGLE too, it inserts a geometry shader into the pipeline to implement flat interp.
shaderCaps->fPreferFlatInterpolation = shaderCaps->fFlatInterpolationSupport &&
- kQualcomm_GrGLVendor != ctxInfo.vendor();
+ kQualcomm_GrGLVendor != ctxInfo.vendor() &&
+ kANGLE_GrGLDriver != ctxInfo.driver();
if (kGL_GrGLStandard == standard) {
shaderCaps->fNoPerspectiveInterpolationSupport =
ctxInfo.glslGeneration() >= k130_GrGLSLGeneration;