skia2/tests/sksl/shared/golden/SwizzleConstants.glsl
John Stiles c30fbcaf77 Allow swizzle optimizations to apply to any 'trivial' ctor fields.
This allows swizzle removal to apply in more cases; in particular, we
can now optimize away extra swizzles caused by zero/one swizzle-
components quite effectively.

The "trivial expression" code was lifted from the inliner. Some subtle
changes in trivial-expression determination affect the inliner's results
in boring, non-meaningful ways. In particular, multi-argument
constructors containing all-constant values are now considered trivial,
whereas previously only single-argument constructors made the trivial-
ness cut. This allows the inliner to propagate some values that it
wouldn't have before.

Change-Id: I9a009b6803d9ac9595d65538252ba81c2b7166a7
Bug: skia:10954
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/336156
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2020-11-20 16:35:16 +00:00

32 lines
1.2 KiB
GLSL

out vec4 sk_FragColor;
void main() {
vec4 v = vec4(sqrt(1.0));
sk_FragColor = vec4(v.x, 1.0, 1.0, 1.0);
sk_FragColor = vec4(v.xy, 1.0, 1.0);
sk_FragColor = vec4(vec2(v.x, 1.0), 1.0, 1.0);
sk_FragColor = vec4(vec2(0.0, v.y), 1.0, 1.0);
sk_FragColor = vec4(v.xyz, 1.0);
sk_FragColor = vec4(vec3(v.xy, 1.0), 1.0);
sk_FragColor = vec4(vec3(v.x, 0.0, v.z), 1.0);
sk_FragColor = vec4(vec3(v.x, 1.0, 0.0), 1.0);
sk_FragColor = vec4(vec3(1.0, v.yz), 1.0);
sk_FragColor = vec4(vec3(0.0, v.y, 1.0), 1.0);
sk_FragColor = vec4(vec3(1.0, 1.0, v.z), 1.0);
sk_FragColor = v;
sk_FragColor = vec4(v.xyz, 1.0);
sk_FragColor = vec4(v.xy, 0.0, v.w);
sk_FragColor = vec4(v.xy, 1.0, 0.0);
sk_FragColor = vec4(v.x, 1.0, v.zw);
sk_FragColor = vec4(v.x, 0.0, v.z, 1.0);
sk_FragColor = vec4(v.x, 1.0, 1.0, v.w);
sk_FragColor = vec4(v.x, 1.0, 0.0, 1.0);
sk_FragColor = vec4(1.0, v.yzw);
sk_FragColor = vec4(0.0, v.yz, 1.0);
sk_FragColor = vec4(0.0, v.y, 1.0, v.w);
sk_FragColor = vec4(1.0, v.y, 1.0, 1.0);
sk_FragColor = vec4(0.0, 0.0, v.zw);
sk_FragColor = vec4(0.0, 0.0, v.z, 1.0);
sk_FragColor = vec4(0.0, 1.0, 1.0, v.w);
}