skia2/resources/sksl/folding/MatrixFoldingES2.sksl
John Stiles 55dc5c8325 Fix assertion in constant-folder when using float4(mat2) casts.
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>
2021-08-20 14:04:52 +00:00

47 lines
2.0 KiB
Plaintext

uniform float2x2 testMatrix2x2;
uniform half4 colorRed, colorGreen;
uniform half unknownInput;
bool test() {
bool ok = true;
ok = ok && (float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ==
float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && !(float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) ==
float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && ( float2x2(1) == float2x2(1));
ok = ok && !( float2x2(1) == float2x2(0));
ok = ok && ( float2x2(-1) == -float2x2(1));
ok = ok && ( float2x2(0) == -float2x2(0));
ok = ok && (-float2x2(-1) == float2x2(1));
ok = ok && (-float2x2(0) == -float2x2(-0));
ok = ok && (float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && !(float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && !(float2x2(1) != float2x2(1));
ok = ok && (float2x2(1) != float2x2(0));
ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) ==
float3x3(float2x2(1.0)));
ok = ok && (float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 1.0)) ==
float3x3(float2x2(9.0)));
ok = ok && (float3x3(unknownInput) == float3x3(float2x2(1.0)));
ok = ok && (float3x3(float3(9).x00, float3(9).0x0, float3(unknownInput).00x) ==
float3x3(float2x2(9.0)));
ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
ok = ok && (float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0));
ok = ok && (float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0));
ok = ok && (float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0));
ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(1, 2, 3, 4);
ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(testMatrix2x2);
ok = ok && (float4(testMatrix2x2) * float4(0)) == float4(0);
return ok;
}
half4 main(float2 coords) {
return test() ? colorGreen : colorRed;
}