21fe518fbb
This reverts commit eb68973c2f
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Reason for revert: ES2 conformance test checks this
Original change's description:
> Disallow matrix ctors which overflow a column.
>
> The GLSL spec allows matrix constructors containing vectors that would
> split between multiple columns of the matrix. However, in practice, this
> does not actually work well on a lot of GPUs!
>
> - "cast not allowed", "internal error":
> Tegra 3
> Quadro P400
> GTX 660
> GTX 960
> - Compiles, but generates wrong result:
> RadeonR9M470X
> RadeonHD7770
>
> Since this isn't a pattern we expect to see in user code, we now report
> it as an error at compile time. mat2(vec4) is treated as an exceptional
> case and still allowed.
>
> Change-Id: Id6925984a2d1ec948aec4defcc790a197a96cf86
> Bug: skia:12443
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449518
> Commit-Queue: John Stiles <johnstiles@google.com>
> Auto-Submit: John Stiles <johnstiles@google.com>
> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Bug: skia:12443
Change-Id: I5a32744c88b9b830ad657488824c8c7dd0b0a652
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/458056
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Leon Scroggins <scroggo@google.com>
57 lines
2.4 KiB
GLSL
57 lines
2.4 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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bool test_half_b() {
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bool ok = true;
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mat2x3 m23 = mat2x3(2.0);
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ok = ok && m23 == mat2x3(2.0, 0.0, 0.0, 0.0, 2.0, 0.0);
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mat2x4 m24 = mat2x4(3.0);
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ok = ok && m24 == mat2x4(3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0);
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mat3x2 m32 = mat3x2(4.0);
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ok = ok && m32 == mat3x2(4.0, 0.0, 0.0, 4.0, 0.0, 0.0);
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mat3x4 m34 = mat3x4(5.0);
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ok = ok && m34 == mat3x4(5.0, 0.0, 0.0, 0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 5.0, 0.0);
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mat4x2 m42 = (mat4x2(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0) * 6.0);
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ok = ok && m42 == mat4x2(6.0, 0.0, 0.0, 6.0, 0.0, 0.0, 0.0, 0.0);
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mat4x3 m43 = mat4x3(7.0);
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ok = ok && m43 == mat4x3(7.0, 0.0, 0.0, 0.0, 7.0, 0.0, 0.0, 0.0, 7.0, 0.0, 0.0, 0.0);
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mat2 m22 = m32 * m23;
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ok = ok && m22 == mat2(8.0);
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mat3 m33 = m43 * m34;
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ok = ok && m33 == mat3(35.0);
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m23 += 1.0;
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ok = ok && m23 == mat2x3(3.0, 1.0, 1.0, 1.0, 3.0, 1.0);
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m32 -= 2.0;
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ok = ok && m32 == mat3x2(2.0, -2.0, -2.0, 2.0, -2.0, -2.0);
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m24 /= 4.0;
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ok = ok && m24 == mat2x4(0.75, 0.0, 0.0, 0.0, 0.0, 0.75, 0.0, 0.0);
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return ok;
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}
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vec4 main() {
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bool _0_ok = true;
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mat2x3 _1_m23 = mat2x3(2.0);
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_0_ok = _0_ok && _1_m23 == mat2x3(2.0, 0.0, 0.0, 0.0, 2.0, 0.0);
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mat2x4 _2_m24 = mat2x4(3.0);
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_0_ok = _0_ok && _2_m24 == mat2x4(3.0, 0.0, 0.0, 0.0, 0.0, 3.0, 0.0, 0.0);
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mat3x2 _3_m32 = mat3x2(4.0);
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_0_ok = _0_ok && _3_m32 == mat3x2(4.0, 0.0, 0.0, 4.0, 0.0, 0.0);
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mat3x4 _4_m34 = mat3x4(5.0);
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_0_ok = _0_ok && _4_m34 == mat3x4(5.0, 0.0, 0.0, 0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 5.0, 0.0);
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mat4x2 _5_m42 = (mat4x2(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0) * 6.0);
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_0_ok = _0_ok && _5_m42 == mat4x2(6.0, 0.0, 0.0, 6.0, 0.0, 0.0, 0.0, 0.0);
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mat4x3 _6_m43 = mat4x3(7.0);
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_0_ok = _0_ok && _6_m43 == mat4x3(7.0, 0.0, 0.0, 0.0, 7.0, 0.0, 0.0, 0.0, 7.0, 0.0, 0.0, 0.0);
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mat2 _7_m22 = _3_m32 * _1_m23;
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_0_ok = _0_ok && _7_m22 == mat2(8.0);
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mat3 _8_m33 = _6_m43 * _4_m34;
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_0_ok = _0_ok && _8_m33 == mat3(35.0);
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_1_m23 += 1.0;
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_0_ok = _0_ok && _1_m23 == mat2x3(3.0, 1.0, 1.0, 1.0, 3.0, 1.0);
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_3_m32 -= 2.0;
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_0_ok = _0_ok && _3_m32 == mat3x2(2.0, -2.0, -2.0, 2.0, -2.0, -2.0);
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_2_m24 /= 4.0;
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_0_ok = _0_ok && _2_m24 == mat2x4(0.75, 0.0, 0.0, 0.0, 0.0, 0.75, 0.0, 0.0);
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return _0_ok && test_half_b() ? colorGreen : colorRed;
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}
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