skia2/tests/sksl/folding/VectorScalarFolding.glsl
John Stiles c332739531 Remove 0/x arithmetic simplification.
If x is a known compile-time constant value, it can already be optimized
to a final value.
If x is not known, it could be zero, and 0/0 should result in a NaN.

Change-Id: I643a7c6da0a43ec366235c4df39fc78d3b361de7
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441580
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-08-24 19:18:41 +00:00

148 lines
4.8 KiB
GLSL

out vec4 sk_FragColor;
uniform vec4 colorRed;
uniform vec4 colorGreen;
uniform float unknownInput;
bool test_int_b() {
bool ok = true;
ivec4 x = ivec4(6, 6, 7, 8);
ok = ok && x == ivec4(6, 6, 7, 8);
x = ivec4(7, 9, 9, 9);
ok = ok && x == ivec4(7, 9, 9, 9);
x = ivec4(9, 9, 10, 10);
ok = ok && x == ivec4(9, 9, 10, 10);
x.xyz = ivec3(6, 6, 6);
ok = ok && x == ivec4(6, 6, 6, 10);
x.xy = ivec2(3, 3);
ok = ok && x == ivec4(3, 3, 6, 10);
x = ivec4(6, 6, 6, 6);
ok = ok && x == ivec4(6);
x = ivec4(6, 6, 7, 8);
ok = ok && x == ivec4(6, 6, 7, 8);
x = ivec4(-7, -9, -9, -9);
ok = ok && x == ivec4(-7, -9, -9, -9);
x = ivec4(9, 9, 10, 10);
ok = ok && x == ivec4(9, 9, 10, 10);
x.xyz = ivec3(6, 6, 6);
ok = ok && x == ivec4(6, 6, 6, 10);
x.xy = ivec2(8, 8);
ok = ok && x == ivec4(8, 8, 6, 10);
x = ivec4(200, 100, 50, 25);
ok = ok && x == ivec4(200, 100, 50, 25);
x = ivec4(6, 6, 6, 6);
ok = ok && x == ivec4(6);
int unknown = int(unknownInput);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(0);
ok = ok && x == ivec4(0);
x = ivec4(0) / unknown;
ok = ok && x == ivec4(0);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(0);
ok = ok && x == ivec4(0);
x = 0 / ivec4(unknown);
ok = ok && x == ivec4(0);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(0);
ok = ok && x == ivec4(0);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
x += 1;
x -= 1;
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
x = x + 1;
x = x - 1;
ok = ok && x == ivec4(unknown);
return ok;
}
vec4 main() {
bool _0_ok = true;
vec4 _1_x = vec4(6.0, 6.0, 7.0, 8.0);
_0_ok = _0_ok && _1_x == vec4(6.0, 6.0, 7.0, 8.0);
_1_x = vec4(7.0, 9.0, 9.0, 9.0);
_0_ok = _0_ok && _1_x == vec4(7.0, 9.0, 9.0, 9.0);
_1_x = vec4(9.0, 9.0, 10.0, 10.0);
_0_ok = _0_ok && _1_x == vec4(9.0, 9.0, 10.0, 10.0);
_1_x.xyz = vec3(6.0, 6.0, 6.0);
_0_ok = _0_ok && _1_x == vec4(6.0, 6.0, 6.0, 10.0);
_1_x.xy = vec2(3.0, 3.0);
_0_ok = _0_ok && _1_x == vec4(3.0, 3.0, 6.0, 10.0);
_1_x = vec4(6.0, 6.0, 6.0, 6.0);
_0_ok = _0_ok && _1_x == vec4(6.0);
_1_x = vec4(6.0, 6.0, 7.0, 8.0);
_0_ok = _0_ok && _1_x == vec4(6.0, 6.0, 7.0, 8.0);
_1_x = vec4(-7.0, -9.0, -9.0, -9.0);
_0_ok = _0_ok && _1_x == vec4(-7.0, -9.0, -9.0, -9.0);
_1_x = vec4(9.0, 9.0, 10.0, 10.0);
_0_ok = _0_ok && _1_x == vec4(9.0, 9.0, 10.0, 10.0);
_1_x.xyz = vec3(6.0, 6.0, 6.0);
_0_ok = _0_ok && _1_x == vec4(6.0, 6.0, 6.0, 10.0);
_1_x.xy = vec2(8.0, 8.0);
_0_ok = _0_ok && _1_x == vec4(8.0, 8.0, 6.0, 10.0);
_1_x = vec4(2.0, 1.0, 0.5, 0.25);
_0_ok = _0_ok && _1_x == vec4(2.0, 1.0, 0.5, 0.25);
_1_x = vec4(6.0, 6.0, 6.0, 6.0);
_0_ok = _0_ok && _1_x == vec4(6.0);
float _2_unknown = unknownInput;
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(0.0);
_0_ok = _0_ok && _1_x == vec4(0.0);
_1_x = vec4(0.0) / _2_unknown;
_0_ok = _0_ok && _1_x == vec4(0.0);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(0.0);
_0_ok = _0_ok && _1_x == vec4(0.0);
_1_x = 0.0 / vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(0.0);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(0.0);
_0_ok = _0_ok && _1_x == vec4(0.0);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_1_x += 1.0;
_1_x -= 1.0;
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
_1_x = vec4(_2_unknown);
_1_x = _1_x + 1.0;
_1_x = _1_x - 1.0;
_0_ok = _0_ok && _1_x == vec4(_2_unknown);
return _0_ok && test_int_b() ? colorGreen : colorRed;
}