skia2/tests/sksl/shared/NumberConversions.glsl
Brian Osman fc4b9919d3 Force global initializers to be constant expressions
Prevents us from accepting code that can't be correctly transformed to
GLSL, like:

  uniform float x;
  float y = x;

(Previously, writing code like that in a runtime effect would
effectively produce the exact same code all the way through to GLSL, and
the driver would fail to compile it).

Bug: skia:11336
Change-Id: Iaa797587c4a4a7289ed59ce2736cf0bf0fc5bca3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384698
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2021-03-15 16:54:05 +00:00

49 lines
1.6 KiB
GLSL

out vec4 sk_FragColor;
void main() {
bool b = true;
int s = int(sqrt(1.0));
int i = int(sqrt(1.0));
uint us = uint(sqrt(1.0));
uint ui = uint(sqrt(1.0));
float h = sqrt(1.0);
float f = sqrt(1.0);
int s2s = s;
int i2s = i;
int us2s = int(us);
int ui2s = int(ui);
int h2s = int(h);
int f2s = int(f);
int b2s = int(b);
int s2i = s;
int i2i = i;
int us2i = int(us);
int ui2i = int(ui);
int h2i = int(h);
int f2i = int(f);
int b2i = int(b);
uint s2us = uint(s);
uint i2us = uint(i);
uint us2us = us;
uint ui2us = ui;
uint h2us = uint(h);
uint f2us = uint(f);
uint b2us = uint(b);
uint s2ui = uint(s);
uint i2ui = uint(i);
uint us2ui = us;
uint ui2ui = ui;
uint h2ui = uint(h);
uint f2ui = uint(f);
uint b2ui = uint(b);
float s2f = float(s);
float i2f = float(i);
float us2f = float(us);
float ui2f = float(ui);
float h2f = h;
float f2f = f;
float b2f = float(b);
sk_FragColor.x = (((((((((((((((((((((float(s) + float(i)) + float(us)) + float(ui)) + h) + f) + float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + float(h2s)) + float(f2s)) + float(b2s)) + float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + float(h2i)) + float(f2i)) + float(b2i)) + float(s2us)) + float(i2us)) + float(us2us);
sk_FragColor.x += ((((((((((((((((float(ui2us) + float(h2us)) + float(f2us)) + float(b2us)) + float(s2ui)) + float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + float(b2ui)) + s2f) + i2f) + us2f) + ui2f) + h2f) + f2f) + b2f;
}