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>
129 lines
4.4 KiB
Plaintext
129 lines
4.4 KiB
Plaintext
uniform half4 colorGreen, colorRed;
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uniform float2x2 testMatrix2x2;
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bool test_float() {
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bool ok = true;
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float2x3 m23 = float2x3(2);
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ok = ok && (m23 == float2x3(2, 0, 0,
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0, 2, 0));
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float2x4 m24 = float2x4(3);
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ok = ok && (m24 == float2x4(3, 0, 0, 0,
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0, 3, 0, 0));
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float3x2 m32 = float3x2(4);
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ok = ok && (m32 == float3x2(4, 0,
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0, 4,
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0, 0));
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float3x4 m34 = float3x4(5);
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ok = ok && (m34 == float3x4(5, 0, 0, 0,
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0, 5, 0, 0,
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0, 0, 5, 0));
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float4x2 m42 = float4x2(6);
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ok = ok && (m42 == float4x2(6, 0,
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0, 6,
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0, 0,
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0, 0));
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float4x3 m43 = float4x3(7);
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ok = ok && (m43 == float4x3(7, 0, 0,
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0, 7, 0,
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0, 0, 7,
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0, 0, 0));
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float2x2 m22 = m32 * m23;
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ok = ok && (m22 == float2x2(2 * 4));
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float3x3 m33 = m43 * m34;
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ok = ok && (m33 == float3x3(7 * 5));
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float4x4 m44 = m24 * m42;
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m23 += 1;
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ok = ok && (m23 == float2x3(3, 1, 1,
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1, 3, 1));
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m32 -= 2;
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ok = ok && (m32 == float3x2(2, -2,
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-2, 2,
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-2, -2));
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m24 /= 4;
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ok = ok && (m24 == float2x4(0.75, 0, 0, 0,
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0, 0.75, 0, 0));
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float4 f4 = float4(testMatrix2x2);
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ok = ok && float2x3(f4.xyz, f4.w, f4.xy) ==
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float2x3(1, 2, 3, 4, 1, 2);
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ok = ok && float2x4(f4.xyz, f4.w, f4.x, f4.yzw) ==
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float2x4(1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float3x2(f4.xy, f4.zw, f4.x, f4.y) ==
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float3x2(1, 2, 3, 4, 1, 2);
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ok = ok && float3x4(f4.xy, f4.zw, f4.xyzw, f4.x, f4.yz, f4.w) ==
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float3x4(1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float4x2(f4.xy, f4.z, f4.w, f4.xy, f4.z, f4.w) ==
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float4x2(1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float4x3(f4.x, f4.yz, f4.wx, f4.y, f4.zwx, f4.yzw) ==
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float4x3(1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4);
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return ok;
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}
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bool test_half() {
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bool ok = true;
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half2x3 m23 = half2x3(2);
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ok = ok && (m23 == half2x3(2, 0, 0,
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0, 2, 0));
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half2x4 m24 = half2x4(3);
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ok = ok && (m24 == half2x4(3, 0, 0, 0,
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0, 3, 0, 0));
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half3x2 m32 = half3x2(4);
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ok = ok && (m32 == half3x2(4, 0,
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0, 4,
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0, 0));
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half3x4 m34 = half3x4(5);
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ok = ok && (m34 == half3x4(5, 0, 0, 0,
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0, 5, 0, 0,
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0, 0, 5, 0));
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half4x2 m42 = half4x2(6);
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ok = ok && (m42 == half4x2(6, 0,
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0, 6,
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0, 0,
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0, 0));
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half4x3 m43 = half4x3(7);
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ok = ok && (m43 == half4x3(7, 0, 0,
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0, 7, 0,
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0, 0, 7,
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0, 0, 0));
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half2x2 m22 = m32 * m23;
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ok = ok && (m22 == half2x2(2 * 4));
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half3x3 m33 = m43 * m34;
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ok = ok && (m33 == half3x3(7 * 5));
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half4x4 m44 = m24 * m42;
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m23 += 1;
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ok = ok && (m23 == half2x3(3, 1, 1,
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1, 3, 1));
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m32 -= 2;
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ok = ok && (m32 == half3x2(2, -2,
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-2, 2,
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-2, -2));
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m24 /= 4;
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ok = ok && (m24 == half2x4(0.75, 0, 0, 0,
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0, 0.75, 0, 0));
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half4 h4 = half4(testMatrix2x2);
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ok = ok && float2x3(h4.xyz, h4.w, h4.xy) ==
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float2x3(1, 2, 3, 4, 1, 2);
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ok = ok && float2x4(h4.xyz, h4.w, h4.x, h4.yzw) ==
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float2x4(1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float3x2(h4.xy, h4.zw, h4.x, h4.y) ==
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float3x2(1, 2, 3, 4, 1, 2);
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ok = ok && float3x4(h4.xy, h4.zw, h4.xyzw, h4.x, h4.yz, h4.w) ==
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float3x4(1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float4x2(h4.xy, h4.z, h4.w, h4.xy, h4.z, h4.w) ==
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float4x2(1, 2, 3, 4, 1, 2, 3, 4);
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ok = ok && float4x3(h4.x, h4.yz, h4.wx, h4.y, h4.zwx, h4.yzw) ==
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float4x3(1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4);
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return ok;
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}
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half4 main(float2 coords) {
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return test_float() && test_half() ? colorGreen : colorRed;
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}
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