353e2c65c9
OpenGL docs specifically insist that the sequence (comma) operator should not be treated as a constant-expression so that attempts to declare multidimensional arrays with a comma will fail: http://screen/vJEpAe9yNmbzZTm (See "12.43 Sequence operator and constant expressions" in the OpenGL ES3 documentation or read skia:13311 for details.) In practice, we don't get much benefit from optimizing away unused comma-expressions; it improves some synthetic tests, but realistically this will not help Skia in any real-world scenario. The constant folder no longer attempts this optimization, and comma-expressions are now rejected in a constant-expression context. Change-Id: Ic5dea6ff90e36614b548c1ce89a444e81da944ae Bug: skia:13311 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/539565 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Arman Uguray <armansito@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
34 lines
837 B
GLSL
34 lines
837 B
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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uniform float unknownInput;
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vec4 main() {
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float x = 1.0;
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float y = 2.0;
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int z = 3;
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x = (x - x) + ((y * x) * x) * (y - x);
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y = (x / y) / x;
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z = (((z / 2) % 3 << 4) >> 2) << 1;
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bool b = x > 4.0 == x < 2.0 || 2.0 >= unknownInput && y <= x;
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bool c = unknownInput > 2.0;
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bool d = b ^^ c;
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bool e = b && c;
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bool f = b || c;
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x += 12.0;
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x -= 12.0;
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x *= (y /= 10.0);
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z |= 0;
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z &= -1;
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z ^= 0;
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z >>= 2;
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z <<= 4;
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z %= 5;
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x = float((colorGreen.xy, 6));
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y = ((((float(b) * float(c)) * float(d)) * float(e)) * float(f), 6.0);
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z = int((colorRed.zw, 6));
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ivec2 w = ivec2(~5);
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w = ~w;
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return (((w.x == 5 && w.y == 5) && x == 6.0) && y == 6.0) && z == 6 ? colorGreen : colorRed;
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}
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