skia2/tests/sksl/shared/StructsInFunctions.glsl
John Stiles d47330feed Add support for struct constructors to SkSL.
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>
2021-04-09 13:54:16 +00:00

43 lines
935 B
GLSL

out vec4 sk_FragColor;
uniform vec4 colorRed;
uniform vec4 colorGreen;
struct S {
float x;
int y;
};
struct Nested {
S a;
S b;
};
S returns_a_struct_S() {
S s;
s.x = 1.0;
s.y = 2;
return s;
}
S constructs_a_struct_S() {
return S(2.0, 3);
}
float accepts_a_struct_fS(S s) {
return s.x + float(s.y);
}
void modifies_a_struct_vS(inout S s) {
s.x++;
s.y++;
}
vec4 main() {
S s = returns_a_struct_S();
float x = accepts_a_struct_fS(s);
modifies_a_struct_vS(s);
S expected = constructs_a_struct_S();
Nested n1;
Nested n2;
Nested n3;
n1.a = (n1.b = returns_a_struct_S());
n3 = (n2 = n1);
modifies_a_struct_vS(n3.b);
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));
return valid ? colorGreen : colorRed;
}