skia2/tests/sksl/inliner/TrivialArgumentsInlineDirectly.glsl
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

61 lines
1.2 KiB
GLSL

out vec4 sk_FragColor;
in float val;
uniform int ui;
uniform vec4 uh4;
uniform bool b;
struct S {
vec4 ah4[1];
float ah[1];
vec4 h4;
float h;
};
void main() {
S s;
s.ah4[0] = vec4(val);
s.ah[0] = val;
s.h4 = vec4(val);
s.h = val;
S as[1];
as[0].ah4[0] = vec4(val);
sk_FragColor = sk_FragColor.xxxx;
false;
sk_FragColor = vec4(s.h);
false;
sk_FragColor = b ? sk_FragColor.xxxx : sk_FragColor.yyyy;
false;
sk_FragColor = s.ah4[0].ywyw;
false;
sk_FragColor = as[0].ah4[0].xyxy;
false;
sk_FragColor = s.h4.zzzz;
false;
sk_FragColor = uh4.xyzx;
false;
sk_FragColor = vec4(s.h);
false;
sk_FragColor = vec4(s.h);
false;
sk_FragColor = s.ah4[0].xxxy;
false;
sk_FragColor = uh4;
false;
sk_FragColor = sk_FragColor.yyyy;
false;
float _0_h = -s.h;
sk_FragColor = vec4(_0_h);
false;
bool _1_b = !b;
sk_FragColor = _1_b ? sk_FragColor.xxxx : sk_FragColor.yyyy;
false;
vec2 _2_h2 = s.ah4[ui].yw;
sk_FragColor = _2_h2.xyxy;
false;
vec3 _3_h3 = s.h4.yyy + s.h4.zzz;
sk_FragColor = _3_h3.xyzx;
false;
vec4 _4_h4 = vec4(s.h4.y, 0.0, 0.0, 1.0);
sk_FragColor = _4_h4;
false;
}