Reduce tree depth on iOS too
Bug: skia:6627
Change-Id: Ib92b62bf1191170a46e63f61fa9502ca2f9ee771
Reviewed-on: https://skia-review.googlesource.com/18072
Reviewed-by: Mike Klein <mtklein@chromium.org>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/tests/GLProgramsTest.cpp b/tests/GLProgramsTest.cpp
index 26df90e..5125978 100644
--- a/tests/GLProgramsTest.cpp
+++ b/tests/GLProgramsTest.cpp
@@ -218,7 +218,11 @@
if (d->fRandom->nextF() < procTreeProbability) {
// A full tree with 5 levels (31 nodes) may cause a program that exceeds shader limits
// (e.g. uniform or varying limits); maxTreeLevels should be a number from 1 to 4 inclusive.
- const int maxTreeLevels = 4;
+ int maxTreeLevels = 4;
+ // On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
+#ifdef SK_BUILD_FOR_IOS
+ maxTreeLevels = 2;
+#endif
sk_sp<GrFragmentProcessor> fp(create_random_proc_tree(d, 2, maxTreeLevels));
paint->addColorFragmentProcessor(std::move(fp));
} else {