059bea1380
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>
23 lines
943 B
GLSL
23 lines
943 B
GLSL
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noperspective layout (location = 1) out vec2 vcoord_Stage0;
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void main() {
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int x = gl_InstanceID % 200;
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int y = gl_InstanceID / 200;
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int ileft = (gl_InstanceID * 929) % 17;
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int iright = (ileft + 1) + (gl_InstanceID * 1637) % (17 - ileft);
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int itop = (gl_InstanceID * 313) % 17;
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int ibot = (itop + 1) + (gl_InstanceID * 1901) % (17 - itop);
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float outset = 0.03125;
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outset = 0 == (x + y) % 2 ? -0.03125 : 0.03125;
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float l = float(ileft) / 16.0 - outset;
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float r = float(iright) / 16.0 + outset;
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float t = float(itop) / 16.0 - outset;
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float b = float(ibot) / 16.0 + outset;
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vec2 vertexpos;
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vertexpos.x = float(x) + (0 == gl_VertexID % 2 ? l : r);
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vertexpos.y = float(y) + (0 == gl_VertexID / 2 ? t : b);
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vcoord_Stage0.x = float(0 == gl_VertexID % 2 ? -1 : 1);
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vcoord_Stage0.y = float(0 == gl_VertexID / 2 ? -1 : 1);
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gl_Position = vec4(vertexpos.x, vertexpos.y, 0.0, 1.0);
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}
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