skia2/tests/sksl/intrinsics/Round.glsl
John Stiles 368166262a Add trunc/round/roundEven SKSL ES3 public APIs.
Improved tests caught a longstanding bug in the compile-time
optimization logic for round/roundEven. These would *always* round to an
even number even when it didn't make sense to do so. (e.g. 3.1 would
round to 4.)

RoundEven isn't available in lower shader models of Direct3D;
SPIRV-Cross throws if it's unavailable. We may need a caps bit for this.

Change-Id: I3cc50238a2116b8d4e2c4059730d8b5cfb2bb056
Bug: skia:12022, skia:12352
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441078
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
2021-08-23 15:44:15 +00:00

10 lines
361 B
GLSL

out vec4 sk_FragColor;
uniform vec4 testInputs;
uniform vec4 colorGreen;
uniform vec4 colorRed;
vec4 main() {
const vec4 expectedA = vec4(-1.0, 0.0, 1.0, 2.0);
return ((round(testInputs.x) == -1.0 && round(testInputs.xy) == vec2(-1.0, 0.0)) && round(testInputs.xyz) == vec3(-1.0, 0.0, 1.0)) && round(testInputs) == expectedA ? colorGreen : colorRed;
}