skia2/tests/sksl/shared/golden/SampleLocations.glsl
John Stiles 059bea1380 Simplify IRGenerator::coerce.
I started unpacking the mechanics of type coercion, and realized that
the second half of the function was looking up the Symbol for a Type
based on its name (Types are already Symbols), converting that Symbol
back into a Type (we started with a Type anyway), wrapping that Type
in a TypeReference, then calling that TypeReference (which always
calls convertConstructor).

This CL cuts out the middle steps and simply calls convertConstructor
directly. A test was added to confirm that an earlier error encountered
on the CQ is no longer occurring.

Change-Id: I76aae455a301afe4e67ef989d9dfe11f47ed36ae
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/353105
Auto-Submit: John Stiles <johnstiles@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-01-13 15:43:44 +00:00

23 lines
943 B
GLSL

noperspective layout (location = 1) out vec2 vcoord_Stage0;
void main() {
int x = gl_InstanceID % 200;
int y = gl_InstanceID / 200;
int ileft = (gl_InstanceID * 929) % 17;
int iright = (ileft + 1) + (gl_InstanceID * 1637) % (17 - ileft);
int itop = (gl_InstanceID * 313) % 17;
int ibot = (itop + 1) + (gl_InstanceID * 1901) % (17 - itop);
float outset = 0.03125;
outset = 0 == (x + y) % 2 ? -0.03125 : 0.03125;
float l = float(ileft) / 16.0 - outset;
float r = float(iright) / 16.0 + outset;
float t = float(itop) / 16.0 - outset;
float b = float(ibot) / 16.0 + outset;
vec2 vertexpos;
vertexpos.x = float(x) + (0 == gl_VertexID % 2 ? l : r);
vertexpos.y = float(y) + (0 == gl_VertexID / 2 ? t : b);
vcoord_Stage0.x = float(0 == gl_VertexID % 2 ? -1 : 1);
vcoord_Stage0.y = float(0 == gl_VertexID / 2 ? -1 : 1);
gl_Position = vec4(vertexpos.x, vertexpos.y, 0.0, 1.0);
}