21fe518fbb
This reverts commit eb68973c2f
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Reason for revert: ES2 conformance test checks this
Original change's description:
> Disallow matrix ctors which overflow a column.
>
> The GLSL spec allows matrix constructors containing vectors that would
> split between multiple columns of the matrix. However, in practice, this
> does not actually work well on a lot of GPUs!
>
> - "cast not allowed", "internal error":
> Tegra 3
> Quadro P400
> GTX 660
> GTX 960
> - Compiles, but generates wrong result:
> RadeonR9M470X
> RadeonHD7770
>
> Since this isn't a pattern we expect to see in user code, we now report
> it as an error at compile time. mat2(vec4) is treated as an exceptional
> case and still allowed.
>
> Change-Id: Id6925984a2d1ec948aec4defcc790a197a96cf86
> Bug: skia:12443
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449518
> Commit-Queue: John Stiles <johnstiles@google.com>
> Auto-Submit: John Stiles <johnstiles@google.com>
> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Bug: skia:12443
Change-Id: I5a32744c88b9b830ad657488824c8c7dd0b0a652
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/458056
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Leon Scroggins <scroggo@google.com>
17 lines
930 B
Plaintext
17 lines
930 B
Plaintext
uniform half4 colorGreen, colorRed;
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uniform float2x2 testMatrix2x2; // equals (1, 2, 3, 4)
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half4 main(float2 coords) {
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float4 f4 = float4(testMatrix2x2);
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// These matrices are intentionally assembled off-kilter; the vectors shouldn't line up with the
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// natural matrix stride. Metal and SPIR-V will need to reorder the data to make it fit.
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bool ok = float2x2(f4.xyz, 4) == float2x2(1, 2, 3, 4);
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ok = ok && float3x3(f4.xy, f4.zw, f4.xyzw, f4.x) == float3x3(1, 2, 3, 4, 1, 2, 3, 4, 1);
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ok = ok && float4x4(f4.xyz, f4.wxy, f4.zwxy, f4.zw, f4.xyzw) == float4x4(1, 2, 3, 4,
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1, 2, 3, 4,
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1, 2, 3, 4,
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1, 2, 3, 4);
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return ok ? colorGreen : colorRed;
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}
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