fc4b9919d3
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>
49 lines
1.6 KiB
GLSL
49 lines
1.6 KiB
GLSL
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out vec4 sk_FragColor;
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void main() {
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bool b = true;
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int s = int(sqrt(1.0));
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int i = int(sqrt(1.0));
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uint us = uint(sqrt(1.0));
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uint ui = uint(sqrt(1.0));
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float h = sqrt(1.0);
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float f = sqrt(1.0);
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int s2s = s;
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int i2s = i;
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int us2s = int(us);
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int ui2s = int(ui);
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int h2s = int(h);
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int f2s = int(f);
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int b2s = int(b);
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int s2i = s;
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int i2i = i;
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int us2i = int(us);
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int ui2i = int(ui);
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int h2i = int(h);
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int f2i = int(f);
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int b2i = int(b);
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uint s2us = uint(s);
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uint i2us = uint(i);
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uint us2us = us;
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uint ui2us = ui;
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uint h2us = uint(h);
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uint f2us = uint(f);
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uint b2us = uint(b);
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uint s2ui = uint(s);
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uint i2ui = uint(i);
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uint us2ui = us;
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uint ui2ui = ui;
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uint h2ui = uint(h);
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uint f2ui = uint(f);
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uint b2ui = uint(b);
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float s2f = float(s);
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float i2f = float(i);
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float us2f = float(us);
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float ui2f = float(ui);
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float h2f = h;
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float f2f = f;
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float b2f = float(b);
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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);
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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;
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}
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