incorporate r,g,b,a into shaderHash
Today's shader hash changes if the unordered set of {r,g,b,a} values we
produce changes, but is not sensitive to simple order changes like
sampling RGBA vs BGRA.
Folding in a hash of each value's ID in order will fix this.
This has been difficult to track down (thread-local caches),
so I've added a GM that reliably reproduces the bug.
Live demo: https://fiddle.skia.org/c/30f2e5b731c2e53a6f092424c585ca41
Bug: skia:9819
Change-Id: Iceb09d89eb036735028ae97dc79c576787199ac5
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/267119
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
diff --git a/gn/gm.gni b/gn/gm.gni
index 3a8eb53..bc1532b 100644
--- a/gn/gm.gni
+++ b/gn/gm.gni
@@ -327,6 +327,7 @@
"$_gm/skbug_8664.cpp",
"$_gm/skbug_8955.cpp",
"$_gm/skbug_9319.cpp",
+ "$_gm/skbug_9819.cpp",
"$_gm/skinning.cpp",
"$_gm/smallarc.cpp",
"$_gm/smallpaths.cpp",