4d6310ab20
This creates a helper function, _entrypoint, which invokes main() and assigns its result into sk_FragColor. We also make sure to prevent sk_FragColor from being dead-stripped from the code during IR generation. At present this is useful for allowing our SkSL test shaders to compile. Change-Id: I2d7fab0e1959a77778ffdb18ca569e869bcaeece Reviewed-on: https://skia-review.googlesource.com/c/skia/+/358525 Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
101 lines
2.2 KiB
GLSL
101 lines
2.2 KiB
GLSL
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out vec4 sk_FragColor;
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uniform float unknownInput;
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uniform vec4 colorRed;
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uniform vec4 colorGreen;
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bool test_int() {
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int unknown = int(unknownInput);
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bool ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = true;
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ok = ivec4(unknown) == ivec4(unknown);
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ok = ok && ivec4(unknown) == ivec4(unknown);
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ok = ok;
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ok = ok;
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ok = ok;
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ok = ok && ivec4(unknown) == ivec4(unknown);
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ok = ok && ivec4(unknown) == ivec4(unknown);
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ok = ok && ivec4(unknown) == ivec4(unknown);
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ivec4 val = ivec4(unknown);
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val += ivec4(1);
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val -= ivec4(1);
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ok = ok && val == ivec4(unknown);
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val *= ivec4(2);
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val /= ivec4(2);
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ok = ok && val == ivec4(unknown);
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return ok;
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}
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vec4 main() {
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float _1_unknown = unknownInput;
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bool _2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = true;
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_2_ok = vec4(_1_unknown) == vec4(_1_unknown);
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_2_ok = _2_ok && vec4(_1_unknown) == vec4(_1_unknown);
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_2_ok = _2_ok;
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_2_ok = _2_ok;
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_2_ok = _2_ok;
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_2_ok = _2_ok && vec4(_1_unknown) == vec4(_1_unknown);
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_2_ok = _2_ok && vec4(_1_unknown) == vec4(_1_unknown);
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_2_ok = _2_ok && vec4(_1_unknown) == vec4(_1_unknown);
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vec4 _3_val = vec4(_1_unknown);
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_3_val += vec4(1.0);
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_3_val -= vec4(1.0);
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_2_ok = _2_ok && _3_val == vec4(_1_unknown);
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_3_val *= vec4(2.0);
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_3_val /= vec4(2.0);
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_2_ok = _2_ok && _3_val == vec4(_1_unknown);
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return _2_ok && test_int() ? colorGreen : colorRed;
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}
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