5676c57220
Expressions like `value == value` or `color.a != color.a` can be replaced by `true` or `false` on sight. The GLSL spec makes it clear that checking for NaN is optional: 4.7.1 Range and Precision "... NaNs are not required to be generated. Support for signaling NaNs is not required and exceptions are never raised. Operations and built-in functions that operate on a NaN are not required to return a NaN as the result." Change-Id: I2ad9f2dc505b638ea2904bef41b7a79a2b329551 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/381262 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
39 lines
987 B
GLSL
39 lines
987 B
GLSL
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out vec4 sk_FragColor;
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uniform float unknownInput;
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uniform vec4 colorRed;
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uniform vec4 colorGreen;
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bool test_int() {
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int unknown = int(unknownInput);
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bool ok = true;
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ivec4 val = ivec4(unknown);
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val += ivec4(1);
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val -= ivec4(1);
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val = val + ivec4(1);
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val = val - ivec4(1);
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ok = ok && val == ivec4(unknown);
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val *= ivec4(2);
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val /= ivec4(2);
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val = val * ivec4(2);
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val = val / ivec4(2);
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ok = ok && val == ivec4(unknown);
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return ok;
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}
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vec4 main() {
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float _0_unknown = unknownInput;
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bool _1_ok = true;
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vec4 _2_val = vec4(_0_unknown);
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_2_val += vec4(1.0);
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_2_val -= vec4(1.0);
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_2_val = _2_val + vec4(1.0);
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_2_val = _2_val - vec4(1.0);
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_1_ok = _1_ok && _2_val == vec4(_0_unknown);
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_2_val *= vec4(2.0);
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_2_val /= vec4(2.0);
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_2_val = _2_val * vec4(2.0);
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_2_val = _2_val / vec4(2.0);
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_1_ok = _1_ok && _2_val == vec4(_0_unknown);
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return _1_ok && test_int() ? colorGreen : colorRed;
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}
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