55dc5c8325
The no-op-arithmetic simplifier was written before we allowed casting a mat2x2 to a float4, and did not expect a matrix inside a vector ctor. The expression `float4(myMat2) * float4(anything)` would assert when we tried to determine if `myMat2` was a constant zero or constant one. The code has been rewritten to use getConstantSubexpression and now allows matrices inside. Change-Id: Id625141256bf89d816c57d2d21f16b0ec252c158 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/440858 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
47 lines
2.0 KiB
Plaintext
47 lines
2.0 KiB
Plaintext
uniform float2x2 testMatrix2x2;
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uniform half4 colorRed, colorGreen;
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uniform half unknownInput;
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bool test() {
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bool ok = true;
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ok = ok && (float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ==
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float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && !(float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) ==
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float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && ( float2x2(1) == float2x2(1));
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ok = ok && !( float2x2(1) == float2x2(0));
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ok = ok && ( float2x2(-1) == -float2x2(1));
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ok = ok && ( float2x2(0) == -float2x2(0));
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ok = ok && (-float2x2(-1) == float2x2(1));
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ok = ok && (-float2x2(0) == -float2x2(-0));
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ok = ok && (float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && !(float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && !(float2x2(1) != float2x2(1));
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ok = ok && (float2x2(1) != float2x2(0));
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ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) ==
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float3x3(float2x2(1.0)));
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ok = ok && (float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 1.0)) ==
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float3x3(float2x2(9.0)));
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ok = ok && (float3x3(unknownInput) == float3x3(float2x2(1.0)));
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ok = ok && (float3x3(float3(9).x00, float3(9).0x0, float3(unknownInput).00x) ==
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float3x3(float2x2(9.0)));
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ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
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ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
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ok = ok && (float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0));
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ok = ok && (float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0));
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ok = ok && (float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0));
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ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(1, 2, 3, 4);
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ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(testMatrix2x2);
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ok = ok && (float4(testMatrix2x2) * float4(0)) == float4(0);
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return ok;
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}
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half4 main(float2 coords) {
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return test() ? colorGreen : colorRed;
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}
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