d47330feed
This is allowed in OpenGL ES2, and its absence in SkSL has been a pain point for new users adopting Runtime Effects. Change-Id: Id2ed78261a2cd2b14b49ad22cb74cdc9e0905f8a Bug: skia:11368 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/393418 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
43 lines
935 B
GLSL
43 lines
935 B
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorRed;
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uniform vec4 colorGreen;
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struct S {
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float x;
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int y;
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};
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struct Nested {
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S a;
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S b;
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};
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S returns_a_struct_S() {
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S s;
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s.x = 1.0;
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s.y = 2;
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return s;
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}
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S constructs_a_struct_S() {
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return S(2.0, 3);
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}
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float accepts_a_struct_fS(S s) {
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return s.x + float(s.y);
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}
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void modifies_a_struct_vS(inout S s) {
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s.x++;
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s.y++;
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}
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vec4 main() {
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S s = returns_a_struct_S();
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float x = accepts_a_struct_fS(s);
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modifies_a_struct_vS(s);
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S expected = constructs_a_struct_S();
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Nested n1;
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Nested n2;
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Nested n3;
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n1.a = (n1.b = returns_a_struct_S());
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n3 = (n2 = n1);
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modifies_a_struct_vS(n3.b);
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bool valid = (((((((x == 3.0 && s.x == 2.0) && s.y == 3) && s == expected) && s == S(2.0, 3)) && s != returns_a_struct_S()) && n1 == n2) && n1 != n3) && n3 == Nested(S(1.0, 2), S(2.0, 3));
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return valid ? colorGreen : colorRed;
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}
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