dc75a97b80
Previously, GLSL and Metal code generators would emit a struct wherever the type was first used in the code, regardless of where it was originally defined or what scope the type needs to live in. This CL adds a ProgramElement for struct definitions, so that structs will now appear at the top-level as they were originally defined. In the case of Metal, some special handling is also needed to handle the Globals struct properly. Not yet fully supported: - No special handling for structs declared inside functions yet - No support for structs in separate scopes with overlapping names The severity of the remaining issues depends mostly on whether we want to support structs inside functions in Runtime Effects. Change-Id: Ia95d4529506cb3fa6da63f5cb548199a93e1c0c5 Bug: skia:10922, skia:10923, skia:10925, skia:10926 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/338600 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
47 lines
1.0 KiB
GLSL
47 lines
1.0 KiB
GLSL
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out vec4 sk_FragColor;
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struct S {
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float f;
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float[5] af;
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vec4 h4;
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vec4[5] ah4;
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};
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void main() {
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vec4 x;
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x.w = 0.0;
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x.yx = vec2(0.0);
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int ai[1];
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ai[0] = 0;
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ivec4 ai4[1];
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ai4[0] = ivec4(1, 2, 3, 4);
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mat2x4 ah2x4[1];
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ah2x4[0] = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);
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ai[0] = 0;
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ai[ai[0]] = 0;
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vec4 af4[1];
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af4[0].x = 0.0;
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af4[0].ywxz = vec4(1.0);
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S s;
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s.f = 0.0;
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s.af[1] = 0.0;
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s.h4.zxy = vec3(9.0);
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s.ah4[2].yw = vec2(5.0);
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s.f = 1.0;
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s.af[0] = 2.0;
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s.h4 = vec4(1.0);
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s.ah4[0] = vec4(2.0);
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(ivec4(1, 2, 3, 4));
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sk_FragColor = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0)[0].xxyz;
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sk_FragColor = x;
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sk_FragColor = vec4(float(ai[0]));
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sk_FragColor = vec4(ai4[0]);
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sk_FragColor = ah2x4[0][0];
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sk_FragColor = af4[0];
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sk_FragColor = vec4(0.0);
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sk_FragColor = vec4(s.f);
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sk_FragColor = vec4(s.af[1]);
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sk_FragColor = s.h4;
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sk_FragColor = s.ah4[0];
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}
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