9c63e63771
GPUs that failed continued to fail when I put in error bars like `distance(a, b) <= 0.001`, so they're just disabled entirely now. Presumably their results are very busted. Change-Id: I0f1b80f661563a20630740f8cfb6ef69f2a47934 Bug: skia:11209, skia:12858 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/503817 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
13 lines
1.1 KiB
GLSL
13 lines
1.1 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 testInputs;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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vec4 main() {
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vec4 expectedA = vec4(-1.0, 0.0, 0.75, 1.0);
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const vec4 clampLow = vec4(-1.0, -2.0, -2.0, 1.0);
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vec4 expectedB = vec4(-1.0, 0.0, 0.5, 2.25);
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const vec4 clampHigh = vec4(1.0, 2.0, 0.5, 3.0);
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return ((((((((((((((clamp(testInputs.x, -1.0, 1.0) == expectedA.x && clamp(testInputs.xy, -1.0, 1.0) == expectedA.xy) && clamp(testInputs.xyz, -1.0, 1.0) == expectedA.xyz) && clamp(testInputs, -1.0, 1.0) == expectedA) && clamp(testInputs.x, -1.0, 1.0) == expectedB.x) && clamp(testInputs.xy, vec2(-1.0, -2.0), vec2(1.0, 2.0)) == expectedB.xy) && clamp(testInputs.xyz, vec3(-1.0, -2.0, -2.0), vec3(1.0, 2.0, 0.5)) == expectedB.xyz) && clamp(testInputs, clampLow, clampHigh) == expectedB) && -1.0 == expectedA.x) && vec2(-1.0, 0.0) == expectedA.xy) && vec3(-1.0, 0.0, 0.75) == expectedA.xyz) && vec4(-1.0, 0.0, 0.75, 1.0) == expectedA) && -1.0 == expectedB.x) && vec2(-1.0, 0.0) == expectedB.xy) && vec3(-1.0, 0.0, 0.5) == expectedB.xyz) && vec4(-1.0, 0.0, 0.5, 2.25) == expectedB ? colorGreen : colorRed;
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}
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