Add int-vector folding tests to VectorFolding.
This test is meant to demonstrate that constant folding for int and float vectors is not on equal footing. Float vectors currently generate better-optimized output. Change-Id: Ib4822c7b594e9bc4eb4fb9cfe6ab46f7f76268d6 Bug: skia:10908 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/332423 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
This commit is contained in:
parent
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@ -1,10 +1,10 @@
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void main() {
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void test_half() {
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sk_FragColor.r = half4(0.5, 1, 1, 1).x;
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sk_FragColor = half4(half2(1), half2(2, 3)) + half4(5, 6, 7, 8);
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sk_FragColor = half4(8, half3(10)) - half4(1);
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sk_FragColor = half4(2) * half4(1, 2, 3, 4);
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sk_FragColor = half4(12) / half4(1, 2, 3, 4);
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sk_FragColor.r = (half4(12) / half4(1, 2, 3, 4)).y;
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sk_FragColor.x = (half4(12) / half4(1, 2, 3, 4)).y;
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sk_FragColor.x = half4(1) == half4(1) ? 1.0 : -1.0;
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sk_FragColor.x = half4(1) == half4(2) ? 2.0 : -2.0;
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sk_FragColor.x = half2(1) == half2(1, 1) ? 3.0 : -3.0;
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@ -49,3 +49,62 @@ void main() {
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sk_FragColor /= half4(1);
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sk_FragColor /= half4(2);
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}
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void test_int() {
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int4 result;
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result.r = int4(2, 3, 3, 3).x;
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result = int4(int2(1), int2(2, 3)) + int4(5, 6, 7, 8);
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result = int4(8, int3(10)) - int4(1);
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result = int4(2) * int4(1, 2, 3, 4);
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result = int4(12) / int4(1, 2, 3, 4);
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sk_FragColor.x = (int4(12) / int4(1, 2, 3, 4)).y;
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sk_FragColor.x = int4(1) == int4(1) ? 1.0 : -1.0;
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sk_FragColor.x = int4(1) == int4(2) ? 2.0 : -2.0;
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sk_FragColor.x = int2(1) == int2(1, 1) ? 3.0 : -3.0;
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sk_FragColor.x = int2(1, 1) == int2(1, 1) ? 4.0 : -4.0;
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sk_FragColor.x = int2(1) == int2(1, 0) ? 5.0 : -5.0;
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sk_FragColor.x = int4(1) == int4(int2(1), int2(1)) ? 6.0 : -6.0;
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sk_FragColor.x = int4(int3(1), 1) == int4(int2(1), int2(1)) ? 7.0 : -7.0;
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sk_FragColor.x = int4(int3(1), 1) == int4(int2(1), 1, 0) ? 8.0 : -8.0;
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sk_FragColor.x = int2(1) != int2(1, 0) ? 9.0 : -9.0;
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sk_FragColor.x = int4(1) != int4(int2(1), int2(1)) ? 10.0 : -10.0;
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result = int4(int(sqrt(1))) * int4(1);
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result = int4(1) * int4(int(sqrt(2)));
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result = int4(0) * int4(int(sqrt(3)));
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result = int4(int(sqrt(4))) * int4(0);
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result = int4(0) / int4(int(sqrt(5)));
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result = int4(0) + int4(int(sqrt(6)));
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result = int4(int(sqrt(7))) + int4(0);
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result = int4(int(sqrt(8))) - int4(0);
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result = int4(0) + int(int(sqrt(9)));
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result = int4(0) * int(sqrt(10));
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result = int4(0) / int(sqrt(11));
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result = int4(1) * int(sqrt(12));
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result = 0 + int4(int(sqrt(13)));
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result = 0 * int4(int(sqrt(14)));
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result = 0 / int4(int(sqrt(15)));
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result = 1 * int4(int(sqrt(16)));
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result = int4(int(sqrt(17))) + 0;
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result = int4(int(sqrt(18))) * 0;
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result = int4(int(sqrt(19))) * 1;
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result = int4(int(sqrt(19.5))) - 0;
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result = int(int(sqrt(20))) * int4(1);
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result = int(int(sqrt(21))) + int4(0);
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result = int(int(sqrt(22))) - int4(0);
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result = int(int(sqrt(23))) / int4(1);
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result = int4(int(sqrt(24))) / 1;
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result += int4(1);
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result += int4(0);
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result -= int4(1);
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result -= int4(0);
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result *= int4(1);
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result *= int4(2);
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result /= int4(1);
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result /= int4(2);
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sk_FragColor = int4(result);
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}
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void main() {
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test_half();
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test_int();
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}
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@ -1,49 +1,102 @@
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out vec4 sk_FragColor;
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void main() {
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sk_FragColor.x = 0.5;
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sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);
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sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);
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sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);
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sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);
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sk_FragColor.x = 6.0;
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sk_FragColor.x = 1.0;
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sk_FragColor.x = -2.0;
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sk_FragColor.x = 3.0;
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sk_FragColor.x = 4.0;
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sk_FragColor.x = -5.0;
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sk_FragColor.x = 6.0;
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sk_FragColor.x = 7.0;
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sk_FragColor.x = -8.0;
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sk_FragColor.x = 9.0;
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sk_FragColor.x = -10.0;
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sk_FragColor = vec4(sqrt(1.0));
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sk_FragColor = vec4(sqrt(2.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(6.0));
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sk_FragColor = vec4(sqrt(7.0));
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sk_FragColor = vec4(sqrt(8.0));
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sk_FragColor = vec4(sqrt(9.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(12.0));
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sk_FragColor = vec4(sqrt(13.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(16.0));
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sk_FragColor = vec4(sqrt(17.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(19.0));
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sk_FragColor = vec4(sqrt(19.5));
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sk_FragColor = vec4(sqrt(20.0));
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sk_FragColor = vec4(sqrt(21.0));
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sk_FragColor = vec4(sqrt(22.0));
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sk_FragColor = vec4(sqrt(23.0));
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sk_FragColor = vec4(sqrt(24.0));
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sk_FragColor += vec4(1.0);
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sk_FragColor -= vec4(1.0);
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sk_FragColor *= vec4(2.0);
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sk_FragColor /= vec4(2.0);
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{
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sk_FragColor.x = 0.5;
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sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);
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sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);
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sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);
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sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);
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sk_FragColor.x = 6.0;
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sk_FragColor.x = 1.0;
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sk_FragColor.x = -2.0;
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sk_FragColor.x = 3.0;
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sk_FragColor.x = 4.0;
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sk_FragColor.x = -5.0;
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sk_FragColor.x = 6.0;
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sk_FragColor.x = 7.0;
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sk_FragColor.x = -8.0;
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sk_FragColor.x = 9.0;
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sk_FragColor.x = -10.0;
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sk_FragColor = vec4(sqrt(1.0));
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sk_FragColor = vec4(sqrt(2.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(6.0));
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sk_FragColor = vec4(sqrt(7.0));
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sk_FragColor = vec4(sqrt(8.0));
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sk_FragColor = vec4(sqrt(9.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(12.0));
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sk_FragColor = vec4(sqrt(13.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(16.0));
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sk_FragColor = vec4(sqrt(17.0));
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(sqrt(19.0));
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sk_FragColor = vec4(sqrt(19.5));
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sk_FragColor = vec4(sqrt(20.0));
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sk_FragColor = vec4(sqrt(21.0));
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sk_FragColor = vec4(sqrt(22.0));
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sk_FragColor = vec4(sqrt(23.0));
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sk_FragColor = vec4(sqrt(24.0));
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sk_FragColor += vec4(1.0);
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sk_FragColor -= vec4(1.0);
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sk_FragColor *= vec4(2.0);
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sk_FragColor /= vec4(2.0);
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}
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{
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ivec4 _0_result;
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_0_result.x = 2;
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_0_result = ivec4(ivec2(1), ivec2(2, 3)) + ivec4(5, 6, 7, 8);
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_0_result = ivec4(8, ivec3(10)) - ivec4(1);
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_0_result = ivec4(2) * ivec4(1, 2, 3, 4);
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_0_result = ivec4(12) / ivec4(1, 2, 3, 4);
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sk_FragColor.x = float((ivec4(12) / ivec4(1, 2, 3, 4)).y);
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sk_FragColor.x = ivec4(1) == ivec4(1) ? 1.0 : -1.0;
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sk_FragColor.x = ivec4(1) == ivec4(2) ? 2.0 : -2.0;
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sk_FragColor.x = ivec2(1) == ivec2(1, 1) ? 3.0 : -3.0;
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sk_FragColor.x = ivec2(1, 1) == ivec2(1, 1) ? 4.0 : -4.0;
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sk_FragColor.x = ivec2(1) == ivec2(1, 0) ? 5.0 : -5.0;
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sk_FragColor.x = ivec4(1) == ivec4(ivec2(1), ivec2(1)) ? 6.0 : -6.0;
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sk_FragColor.x = ivec4(ivec3(1), 1) == ivec4(ivec2(1), ivec2(1)) ? 7.0 : -7.0;
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sk_FragColor.x = ivec4(ivec3(1), 1) == ivec4(ivec2(1), 1, 0) ? 8.0 : -8.0;
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sk_FragColor.x = ivec2(1) != ivec2(1, 0) ? 9.0 : -9.0;
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sk_FragColor.x = ivec4(1) != ivec4(ivec2(1), ivec2(1)) ? 10.0 : -10.0;
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_0_result = ivec4(int(sqrt(1.0)));
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_0_result = ivec4(int(sqrt(2.0)));
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_0_result = ivec4(0);
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_0_result = ivec4(0);
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_0_result = ivec4(0);
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_0_result = ivec4(int(sqrt(6.0)));
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_0_result = ivec4(int(sqrt(7.0)));
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_0_result = ivec4(int(sqrt(8.0)));
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_0_result = ivec4(int(sqrt(9.0)));
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_0_result = ivec4(0);
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_0_result = ivec4(0);
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_0_result = ivec4(int(sqrt(12.0)));
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_0_result = ivec4(int(sqrt(13.0)));
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_0_result = ivec4(0);
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_0_result = ivec4(0);
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_0_result = ivec4(int(sqrt(16.0)));
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_0_result = ivec4(int(sqrt(17.0)));
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_0_result = ivec4(0);
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_0_result = ivec4(int(sqrt(19.0)));
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_0_result = ivec4(int(sqrt(19.5)));
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_0_result = ivec4(int(sqrt(20.0)));
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_0_result = ivec4(int(sqrt(21.0)));
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_0_result = ivec4(int(sqrt(22.0)));
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_0_result = ivec4(int(sqrt(23.0)));
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_0_result = ivec4(int(sqrt(24.0)));
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_0_result += ivec4(1);
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_0_result -= ivec4(1);
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_0_result *= ivec4(2);
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_0_result /= ivec4(2);
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sk_FragColor = vec4(_0_result);
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}
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}
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@ -9,50 +9,103 @@ struct Outputs {
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor.x = 0.5;
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_out->sk_FragColor = float4(6.0, 7.0, 9.0, 11.0);
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_out->sk_FragColor = float4(7.0, 9.0, 9.0, 9.0);
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_out->sk_FragColor = float4(2.0, 4.0, 6.0, 8.0);
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_out->sk_FragColor = float4(12.0, 6.0, 4.0, 3.0);
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_out->sk_FragColor.x = 6.0;
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_out->sk_FragColor.x = 1.0;
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_out->sk_FragColor.x = -2.0;
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_out->sk_FragColor.x = 3.0;
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_out->sk_FragColor.x = 4.0;
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_out->sk_FragColor.x = -5.0;
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_out->sk_FragColor.x = 6.0;
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_out->sk_FragColor.x = 7.0;
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_out->sk_FragColor.x = -8.0;
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_out->sk_FragColor.x = 9.0;
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_out->sk_FragColor.x = -10.0;
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_out->sk_FragColor = float4(sqrt(1.0));
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_out->sk_FragColor = float4(sqrt(2.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(6.0));
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_out->sk_FragColor = float4(sqrt(7.0));
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_out->sk_FragColor = float4(sqrt(8.0));
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_out->sk_FragColor = float4(sqrt(9.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(12.0));
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_out->sk_FragColor = float4(sqrt(13.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(16.0));
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_out->sk_FragColor = float4(sqrt(17.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(19.0));
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_out->sk_FragColor = float4(sqrt(19.5));
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_out->sk_FragColor = float4(sqrt(20.0));
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_out->sk_FragColor = float4(sqrt(21.0));
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_out->sk_FragColor = float4(sqrt(22.0));
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_out->sk_FragColor = float4(sqrt(23.0));
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_out->sk_FragColor = float4(sqrt(24.0));
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_out->sk_FragColor += float4(1.0);
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_out->sk_FragColor -= float4(1.0);
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_out->sk_FragColor *= float4(2.0);
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_out->sk_FragColor /= float4(2.0);
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{
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_out->sk_FragColor.x = 0.5;
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_out->sk_FragColor = float4(6.0, 7.0, 9.0, 11.0);
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_out->sk_FragColor = float4(7.0, 9.0, 9.0, 9.0);
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_out->sk_FragColor = float4(2.0, 4.0, 6.0, 8.0);
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_out->sk_FragColor = float4(12.0, 6.0, 4.0, 3.0);
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_out->sk_FragColor.x = 6.0;
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_out->sk_FragColor.x = 1.0;
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_out->sk_FragColor.x = -2.0;
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_out->sk_FragColor.x = 3.0;
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_out->sk_FragColor.x = 4.0;
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_out->sk_FragColor.x = -5.0;
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_out->sk_FragColor.x = 6.0;
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_out->sk_FragColor.x = 7.0;
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_out->sk_FragColor.x = -8.0;
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_out->sk_FragColor.x = 9.0;
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_out->sk_FragColor.x = -10.0;
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_out->sk_FragColor = float4(sqrt(1.0));
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_out->sk_FragColor = float4(sqrt(2.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(6.0));
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_out->sk_FragColor = float4(sqrt(7.0));
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_out->sk_FragColor = float4(sqrt(8.0));
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_out->sk_FragColor = float4(sqrt(9.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(12.0));
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_out->sk_FragColor = float4(sqrt(13.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(16.0));
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_out->sk_FragColor = float4(sqrt(17.0));
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_out->sk_FragColor = float4(0.0);
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_out->sk_FragColor = float4(sqrt(19.0));
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_out->sk_FragColor = float4(sqrt(19.5));
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_out->sk_FragColor = float4(sqrt(20.0));
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_out->sk_FragColor = float4(sqrt(21.0));
|
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_out->sk_FragColor = float4(sqrt(22.0));
|
||||
_out->sk_FragColor = float4(sqrt(23.0));
|
||||
_out->sk_FragColor = float4(sqrt(24.0));
|
||||
_out->sk_FragColor += float4(1.0);
|
||||
_out->sk_FragColor -= float4(1.0);
|
||||
_out->sk_FragColor *= float4(2.0);
|
||||
_out->sk_FragColor /= float4(2.0);
|
||||
}
|
||||
|
||||
{
|
||||
int4 _0_result;
|
||||
_0_result.x = 2;
|
||||
_0_result = int4(int2(1), int2(2, 3)) + int4(5, 6, 7, 8);
|
||||
_0_result = int4(8, int3(10)) - int4(1);
|
||||
_0_result = int4(2) * int4(1, 2, 3, 4);
|
||||
_0_result = int4(12) / int4(1, 2, 3, 4);
|
||||
_out->sk_FragColor.x = float((int4(12) / int4(1, 2, 3, 4)).y);
|
||||
_out->sk_FragColor.x = all(int4(1) == int4(1)) ? 1.0 : -1.0;
|
||||
_out->sk_FragColor.x = all(int4(1) == int4(2)) ? 2.0 : -2.0;
|
||||
_out->sk_FragColor.x = all(int2(1) == int2(1, 1)) ? 3.0 : -3.0;
|
||||
_out->sk_FragColor.x = all(int2(1, 1) == int2(1, 1)) ? 4.0 : -4.0;
|
||||
_out->sk_FragColor.x = all(int2(1) == int2(1, 0)) ? 5.0 : -5.0;
|
||||
_out->sk_FragColor.x = all(int4(1) == int4(int2(1), int2(1))) ? 6.0 : -6.0;
|
||||
_out->sk_FragColor.x = all(int4(int3(1), 1) == int4(int2(1), int2(1))) ? 7.0 : -7.0;
|
||||
_out->sk_FragColor.x = all(int4(int3(1), 1) == int4(int2(1), 1, 0)) ? 8.0 : -8.0;
|
||||
_out->sk_FragColor.x = any(int2(1) != int2(1, 0)) ? 9.0 : -9.0;
|
||||
_out->sk_FragColor.x = any(int4(1) != int4(int2(1), int2(1))) ? 10.0 : -10.0;
|
||||
_0_result = int4(int(sqrt(1.0)));
|
||||
_0_result = int4(int(sqrt(2.0)));
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(int(sqrt(6.0)));
|
||||
_0_result = int4(int(sqrt(7.0)));
|
||||
_0_result = int4(int(sqrt(8.0)));
|
||||
_0_result = int4(int(sqrt(9.0)));
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(int(sqrt(12.0)));
|
||||
_0_result = int4(int(sqrt(13.0)));
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(int(sqrt(16.0)));
|
||||
_0_result = int4(int(sqrt(17.0)));
|
||||
_0_result = int4(0);
|
||||
_0_result = int4(int(sqrt(19.0)));
|
||||
_0_result = int4(int(sqrt(19.5)));
|
||||
_0_result = int4(int(sqrt(20.0)));
|
||||
_0_result = int4(int(sqrt(21.0)));
|
||||
_0_result = int4(int(sqrt(22.0)));
|
||||
_0_result = int4(int(sqrt(23.0)));
|
||||
_0_result = int4(int(sqrt(24.0)));
|
||||
_0_result += int4(1);
|
||||
_0_result -= int4(1);
|
||||
_0_result *= int4(2);
|
||||
_0_result /= int4(2);
|
||||
_out->sk_FragColor = float4(_0_result);
|
||||
}
|
||||
|
||||
return *_out;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user