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>
69 lines
3.3 KiB
GLSL
69 lines
3.3 KiB
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 mat2 testMatrix2x2;
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bool test_half_b() {
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bool ok = true;
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mat2 m1 = testMatrix2x2;
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ok = ok && m1 == mat2(1.0, 2.0, 3.0, 4.0);
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mat2 m3 = m1;
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ok = ok && m3 == mat2(1.0, 2.0, 3.0, 4.0);
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mat2 m4 = mat2(6.0);
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ok = ok && m4 == mat2(6.0, 0.0, 0.0, 6.0);
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m3 *= m4;
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ok = ok && m3 == mat2(6.0, 12.0, 18.0, 24.0);
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mat2 m5 = mat2(m1[1].y);
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ok = ok && m5 == mat2(4.0, 0.0, 0.0, 4.0);
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m1 += m5;
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ok = ok && m1 == mat2(5.0, 2.0, 3.0, 8.0);
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mat2 m7 = mat2(5.0, 6.0, 7.0, 8.0);
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ok = ok && m7 == mat2(5.0, 6.0, 7.0, 8.0);
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mat3 m9 = mat3(9.0);
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ok = ok && m9 == mat3(9.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 9.0);
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mat4 m10 = mat4(11.0);
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ok = ok && m10 == mat4(11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0);
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mat4 m11 = mat4(20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0);
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m11 -= m10;
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ok = ok && m11 == mat4(9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0);
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vec4 h4 = vec4(testMatrix2x2);
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ok = ok && mat2(h4.xy, h4.z, 4.0) == mat2(1.0, 2.0, 3.0, 4.0);
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ok = ok && mat3(h4.xy, h4.z, h4.w, h4.xy, h4.zw, h4.x) == mat3(1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0);
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ok = ok && mat4(h4.xy, h4.zw, h4.xyz, h4.w, h4, 1.0, h4.yzw) == mat4(1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0);
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return ok;
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}
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bool test_comma_b() {
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mat2 x;
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mat2 y;
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return ((x = mat2(1.0, 2.0, 3.0, 4.0) , y = 0.5 * mat2(2.0, 4.0, 6.0, 8.0)) , x == y);
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}
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vec4 main() {
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bool _0_ok = true;
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mat2 _1_m1 = testMatrix2x2;
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_0_ok = _0_ok && _1_m1 == mat2(1.0, 2.0, 3.0, 4.0);
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mat2 _2_m3 = _1_m1;
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_0_ok = _0_ok && _2_m3 == mat2(1.0, 2.0, 3.0, 4.0);
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mat2 _3_m4 = mat2(6.0);
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_0_ok = _0_ok && _3_m4 == mat2(6.0, 0.0, 0.0, 6.0);
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_2_m3 *= _3_m4;
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_0_ok = _0_ok && _2_m3 == mat2(6.0, 12.0, 18.0, 24.0);
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mat2 _4_m5 = mat2(_1_m1[1].y);
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_0_ok = _0_ok && _4_m5 == mat2(4.0, 0.0, 0.0, 4.0);
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_1_m1 += _4_m5;
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_0_ok = _0_ok && _1_m1 == mat2(5.0, 2.0, 3.0, 8.0);
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mat2 _5_m7 = mat2(5.0, 6.0, 7.0, 8.0);
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_0_ok = _0_ok && _5_m7 == mat2(5.0, 6.0, 7.0, 8.0);
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mat3 _6_m9 = mat3(9.0);
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_0_ok = _0_ok && _6_m9 == mat3(9.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 9.0);
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mat4 _7_m10 = mat4(11.0);
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_0_ok = _0_ok && _7_m10 == mat4(11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0);
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mat4 _8_m11 = mat4(20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0);
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_8_m11 -= _7_m10;
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_0_ok = _0_ok && _8_m11 == mat4(9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0);
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vec4 _9_f4 = vec4(testMatrix2x2);
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_0_ok = _0_ok && mat2(_9_f4.xy, _9_f4.z, 4.0) == mat2(1.0, 2.0, 3.0, 4.0);
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_0_ok = _0_ok && mat3(_9_f4.xy, _9_f4.z, _9_f4.w, _9_f4.xy, _9_f4.zw, _9_f4.x) == mat3(1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0);
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_0_ok = _0_ok && mat4(_9_f4.xy, _9_f4.zw, _9_f4.xyz, _9_f4.w, _9_f4, 1.0, _9_f4.yzw) == mat4(1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0, 1.0, 2.0, 3.0, 4.0);
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return (_0_ok && test_half_b()) && test_comma_b() ? colorGreen : colorRed;
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}
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