fc4b9919d3
Prevents us from accepting code that can't be correctly transformed to GLSL, like: uniform float x; float y = x; (Previously, writing code like that in a runtime effect would effectively produce the exact same code all the way through to GLSL, and the driver would fail to compile it). Bug: skia:11336 Change-Id: Iaa797587c4a4a7289ed59ce2736cf0bf0fc5bca3 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384698 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
53 lines
1.7 KiB
Plaintext
53 lines
1.7 KiB
Plaintext
void main() {
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bool b = true;
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short s = short(sqrt(1));
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int i = int(sqrt(1));
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ushort us = ushort(sqrt(1));
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uint ui = uint(sqrt(1));
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half h = half(sqrt(1));
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float f = sqrt(1);
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short s2s = s;
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short i2s = short(i);
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short us2s = short(us);
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short ui2s = short(ui);
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short h2s = short(h);
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short f2s = short(f);
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short b2s = short(b);
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int s2i = s;
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int i2i = i;
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int us2i = int(us);
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int ui2i = int(ui);
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int h2i = int(h);
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int f2i = int(f);
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int b2i = int(b);
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ushort s2us = ushort(s);
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ushort i2us = ushort(i);
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ushort us2us = us;
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ushort ui2us = ushort(ui);
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ushort h2us = ushort(h);
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ushort f2us = ushort(f);
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ushort b2us = ushort(b);
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uint s2ui = uint(s);
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uint i2ui = uint(i);
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uint us2ui = us;
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uint ui2ui = ui;
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uint h2ui = uint(h);
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uint f2ui = uint(f);
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uint b2ui = uint(b);
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float s2f = float(s);
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float i2f = float(i);
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float us2f = float(us);
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float ui2f = float(ui);
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float h2f = float(h);
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float f2f = float(f);
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float b2f = float(b);
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sk_FragColor.r = half(s) + half(i) + half(us) + half(ui) + half(h) + half(f) + half(s2s) +
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half(i2s) + half(us2s) + half(ui2s) + half(h2s) + half(f2s) + half(b2s) +
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half(s2i) + half(i2i) + half(us2i) + half(ui2i) + half(h2i) + half(f2i) +
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half(b2i) + half(s2us) + half(i2us) + half(us2us);
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sk_FragColor.r += half(ui2us) + half(h2us) + half(f2us) + half(b2us) + half(s2ui) + half(i2ui) +
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half(us2ui) + half(ui2ui) + half(h2ui) + half(f2ui) + half(b2ui) + half(s2f) +
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half(i2f) + half(us2f) + half(ui2f) + half(h2f) + half(f2f) + half(b2f);
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}
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