ab4ab20fcf
These tests will also be used for Metal and SPIR-V testing. A small handful of GLSL-specific stragglers (#version-specific or type-precision related) will remain in /glsl/. Change-Id: I7f2b2bd92825c327922c8ce74e438d2daa440dff Bug: skia:10649 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/319408 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
64 lines
2.2 KiB
Plaintext
64 lines
2.2 KiB
Plaintext
void out_half (out half v) { v = 1; }
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void out_half2(out half2 v) { v = half2(2); }
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void out_half3(out half3 v) { v = half3(3); }
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void out_half4(out half4 v) { v = half4(4); }
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void out_half2x2(out half2x2 v) { v = half2x2(2); }
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void out_half3x3(out half3x3 v) { v = half3x3(3); }
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void out_half4x4(out half4x4 v) { v = half4x4(4); }
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void out_int (out int v) { v = 1; }
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void out_int2(out int2 v) { v = int2(2); }
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void out_int3(out int3 v) { v = int3(3); }
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void out_int4(out int4 v) { v = int4(4); }
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void out_float (out float v) { v = 1; }
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void out_float2(out float2 v) { v = float2(2); }
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void out_float3(out float3 v) { v = float3(3); }
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void out_float4(out float4 v) { v = float4(4); }
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void out_float2x2(out float2x2 v) { v = float2x2(2); }
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void out_float3x3(out float3x3 v) { v = float3x3(3); }
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void out_float4x4(out float4x4 v) { v = float4x4(4); }
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void out_bool (out bool v) { v = true; }
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void out_bool2(out bool2 v) { v = bool2(false); }
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void out_bool3(out bool3 v) { v = bool3(true); }
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void out_bool4(out bool4 v) { v = bool4(false); }
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void main() {
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half h; out_half (h);
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half2 h2; out_half2(h2);
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half3 h3; out_half3(h3);
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half4 h4; out_half4(h4);
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sk_FragColor = half4(h, h2.x, h3.x, h4.x);
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half2x2 h2x2; out_half2x2(h2x2);
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half3x3 h3x3; out_half3x3(h3x3);
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half4x4 h4x4; out_half4x4(h4x4);
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sk_FragColor = half4(h2x2[0][0], h3x3[0][0], h4x4[0][0], 1);
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int i; out_int (i);
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int2 i2; out_int2(i2);
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int3 i3; out_int3(i3);
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int4 i4; out_int4(i4);
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sk_FragColor = half4(i, i2.x, i3.x, i4.x);
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float f; out_float (f);
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float2 f2; out_float2(f2);
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float3 f3; out_float3(f3);
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float4 f4; out_float4(f4);
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sk_FragColor = half4(half(f), half(f2.x), half(f3.x), half(f4.x));
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float2x2 f2x2; out_float2x2(f2x2);
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float3x3 f3x3; out_float3x3(f3x3);
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float4x4 f4x4; out_float4x4(f4x4);
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sk_FragColor = half4(half(f2x2[0][0]), half(f3x3[0][0]), half(f4x4[0][0]), 1);
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bool b; out_bool (b);
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bool2 b2; out_bool2(b2);
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bool3 b3; out_bool3(b3);
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bool4 b4; out_bool4(b4);
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sk_FragColor = half4(half(b), half(b2.x), half(b3.x), half(b4.x));
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}
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