eb68973c2f
The GLSL spec allows matrix constructors containing vectors that would split between multiple columns of the matrix. However, in practice, this does not actually work well on a lot of GPUs! - "cast not allowed", "internal error": Tegra 3 Quadro P400 GTX 660 GTX 960 - Compiles, but generates wrong result: RadeonR9M470X RadeonHD7770 Since this isn't a pattern we expect to see in user code, we now report it as an error at compile time. mat2(vec4) is treated as an exceptional case and still allowed. Change-Id: Id6925984a2d1ec948aec4defcc790a197a96cf86 Bug: skia:12443 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449518 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
22 lines
1.2 KiB
Plaintext
22 lines
1.2 KiB
Plaintext
uniform half4 colorGreen, colorRed;
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half4 main(float2 coords) {
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const float2x3 f23 = matrixCompMult(float2x3(4), float2x3(5));
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const half3x2 h32 = matrixCompMult(half3x2(5), half3x2(3));
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half2x4 h24 = matrixCompMult(half2x4(9, 9, 9, 9, 9, 9, 9, 9),
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half2x4(colorRed, colorGreen));
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half4x2 h42 = matrixCompMult(half4x2(1, 2, 3, 4, 5, 6, 7, 8),
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half4x2(colorRed.xy, colorRed.zw, colorGreen.xy, colorGreen.zw));
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const float3x4 f34 = matrixCompMult(float3x4(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12),
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float3x4(12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1));
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float4x3 f43 = matrixCompMult(float4x3(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12),
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float4x3(12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1));
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return (f23 == float2x3(20) &&
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h32 == half3x2(15) &&
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h24 == half2x4(9, 0, 0, 9, 0, 9, 0, 9) &&
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h42 == half4x2(1, 0, 0, 4, 0, 6, 0, 8) &&
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f34 == float3x4(12, 22, 30, 36, 40, 42, 42, 40, 36, 30, 22, 12) &&
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f43 == float4x3(12, 22, 30, 36, 40, 42, 42, 40, 36, 30, 22, 12)) ? colorGreen
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: colorRed;
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}
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