0ed9f31f6a
We now support building an SkSL golden output twice, once honoring the custom #pragma settings, and once more ignoring the settings. This allows us to see the output of the workaround technique, alongside the "default-settings" output which should not contain a workaround. To implement this, skslc now supports a flag: --[no]settings. When it's set, /*#pragma settings*/ comments are honored. When it's not set, skslc ignores the comments. compile_sksl_tests.py passes this flag along to skslc. This approach is not strictly limited to workarounds; the "TypePrecision" GLSL test was also updated to use this technique. Change-Id: I79204df047b024533ed6bc1f4c088e0e878d5bb1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/317246 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
456 lines
16 KiB
C++
456 lines
16 KiB
C++
/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "src/sksl/SkSLCompiler.h"
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#include "tests/Test.h"
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// Note that the optimizer will aggressively kill dead code and substitute constants in place of
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// variables, so we have to jump through a few hoops to ensure that the code in these tests has the
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// necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being
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// smart enough to optimize around certain constructs; as the optimizer gets smarter it will
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// undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is
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// equivalent!
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static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
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const char* expected, SkSL::Program::Inputs* inputs,
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SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Compiler compiler;
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SkSL::String output;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
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settings);
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if (!program) {
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SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
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}
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REPORTER_ASSERT(r, program);
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if (program) {
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*inputs = program->fInputs;
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REPORTER_ASSERT(r, compiler.toGLSL(*program, &output));
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if (program) {
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SkSL::String skExpected(expected);
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if (output != skExpected) {
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SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
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expected, output.c_str());
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}
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REPORTER_ASSERT(r, output == skExpected);
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}
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}
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}
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static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
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const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Program::Settings settings;
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settings.fCaps = ∩︀
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SkSL::Program::Inputs inputs;
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test(r, src, settings, expected, &inputs, kind);
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}
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DEF_TEST(SkSLDerivatives, r) {
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test(r,
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"void main() { sk_FragColor.r = half(dFdx(1)); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor.x = dFdx(1.0);\n"
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"}\n");
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test(r,
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"void main() { sk_FragColor.r = 1; }",
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*SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
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"#version 400\n"
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"precision mediump float;\n"
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"precision mediump sampler2D;\n"
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"out mediump vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor.x = 1.0;\n"
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"}\n");
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test(r,
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"void main() { sk_FragColor.r = half(dFdx(1)); }",
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*SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
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"#version 400\n"
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"#extension GL_OES_standard_derivatives : require\n"
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"precision mediump float;\n"
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"precision mediump sampler2D;\n"
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"out mediump vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor.x = dFdx(1.0);\n"
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"}\n");
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SkSL::Program::Settings settings;
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settings.fFlipY = false;
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auto caps = SkSL::ShaderCapsFactory::Default();
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settings.fCaps = caps.get();
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SkSL::Program::Inputs inputs;
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test(r,
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"void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }",
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settings,
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = dFdy(1.0));\n"
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"}\n",
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&inputs);
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settings.fFlipY = true;
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test(r,
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"void main() { sk_FragColor.r = half(dFdx(1)), sk_FragColor.g = half(dFdy(1)); }",
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settings,
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" (sk_FragColor.x = dFdx(1.0) , sk_FragColor.y = -dFdy(1.0));\n"
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"}\n",
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&inputs);
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}
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DEF_TEST(SkSLFragCoord, r) {
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SkSL::Program::Settings settings;
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settings.fFlipY = true;
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sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::FragCoordsOld();
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settings.fCaps = caps.get();
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SkSL::Program::Inputs inputs;
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test(r,
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"void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
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settings,
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"#version 110\n"
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"#extension GL_ARB_fragment_coord_conventions : require\n"
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"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
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"void main() {\n"
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" gl_FragColor.xy = gl_FragCoord.xy;\n"
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"}\n",
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&inputs);
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REPORTER_ASSERT(r, !inputs.fRTHeight);
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caps = SkSL::ShaderCapsFactory::FragCoordsNew();
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settings.fCaps = caps.get();
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test(r,
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"void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
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settings,
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"#version 400\n"
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"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor.xy = gl_FragCoord.xy;\n"
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"}\n",
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&inputs);
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REPORTER_ASSERT(r, !inputs.fRTHeight);
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caps = SkSL::ShaderCapsFactory::Default();
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settings.fCaps = caps.get();
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test(r,
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"void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
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settings,
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"#version 400\n"
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"uniform float u_skRTHeight;\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTHeight - gl_FragCoord.y, "
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"gl_FragCoord.z, gl_FragCoord.w);\n"
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" sk_FragColor.xy = sk_FragCoord.xy;\n"
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"}\n",
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&inputs);
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REPORTER_ASSERT(r, inputs.fRTHeight);
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settings.fFlipY = false;
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test(r,
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"void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
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settings,
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"#version 400\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" sk_FragColor.xy = gl_FragCoord.xy;\n"
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"}\n",
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&inputs);
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REPORTER_ASSERT(r, !inputs.fRTHeight);
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test(r,
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"in float4 pos; void main() { sk_Position = pos; }",
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*SkSL::ShaderCapsFactory::CannotUseFragCoord(),
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"#version 400\n"
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"out vec4 sk_FragCoord_Workaround;\n"
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"in vec4 pos;\n"
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"void main() {\n"
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" sk_FragCoord_Workaround = (gl_Position = pos);\n"
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"}\n",
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SkSL::Program::kVertex_Kind);
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test(r,
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"uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }",
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*SkSL::ShaderCapsFactory::CannotUseFragCoord(),
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"#version 400\n"
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"out vec4 sk_FragCoord_Workaround;\n"
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"uniform vec4 sk_RTAdjust;\n"
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"in vec4 pos;\n"
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"void main() {\n"
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" sk_FragCoord_Workaround = (gl_Position = pos);\n"
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" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw,"
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" 0.0, gl_Position.w);\n"
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"}\n",
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SkSL::Program::kVertex_Kind);
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test(r,
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"void main() { sk_FragColor.xy = half2(sk_FragCoord.xy); }",
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*SkSL::ShaderCapsFactory::CannotUseFragCoord(),
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"#version 400\n"
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"in vec4 sk_FragCoord_Workaround;\n"
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"out vec4 sk_FragColor;\n"
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"void main() {\n"
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" float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;\n"
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" vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * "
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"sk_FragCoord_InvW, sk_FragCoord_InvW);\n"
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" sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);\n"
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" sk_FragColor.xy = sk_FragCoord_Resolved.xy;\n"
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"}\n");
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}
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DEF_TEST(SkSLGeometry, r) {
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test(r,
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"layout(points) in;"
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"layout(invocations = 2) in;"
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"layout(line_strip, max_vertices = 2) out;"
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"void main() {"
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"sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"EndPrimitive();"
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"}",
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*SkSL::ShaderCapsFactory::GeometryShaderSupport(),
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"#version 400\n"
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"layout (points) in ;\n"
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"layout (invocations = 2) in ;\n"
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"layout (line_strip, max_vertices = 2) out ;\n"
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"void main() {\n"
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" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
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" EmitVertex();\n"
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" gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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"}\n",
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SkSL::Program::kGeometry_Kind);
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}
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DEF_TEST(SkSLGeometryShaders, r) {
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test(r,
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"layout(points) in;"
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"layout(invocations = 2) in;"
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"layout(line_strip, max_vertices = 2) out;"
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"void test() {"
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"sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"}"
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"void main() {"
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"test();"
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"sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"}",
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*SkSL::ShaderCapsFactory::NoGSInvocationsSupport(),
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R"__GLSL__(#version 400
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int sk_InvocationID;
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layout (points) in ;
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layout (line_strip, max_vertices = 4) out ;
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void _invoke() {
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{
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gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));
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EmitVertex();
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}
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gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));
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EmitVertex();
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}
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void main() {
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for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {
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_invoke();
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EndPrimitive();
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}
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}
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)__GLSL__",
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SkSL::Program::kGeometry_Kind);
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test(r,
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"layout(points, invocations = 2) in;"
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"layout(invocations = 3) in;"
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"layout(line_strip, max_vertices = 2) out;"
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"void main() {"
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"sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"EndPrimitive();"
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"}",
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*SkSL::ShaderCapsFactory::GSInvocationsExtensionString(),
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"#version 400\n"
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"#extension GL_ARB_gpu_shader5 : require\n"
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"layout (points, invocations = 2) in ;\n"
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"layout (invocations = 3) in ;\n"
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"layout (line_strip, max_vertices = 2) out ;\n"
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"void main() {\n"
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" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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"}\n",
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SkSL::Program::kGeometry_Kind);
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test(r,
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"layout(points, invocations = 2) in;"
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"layout(invocations = 3) in;"
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"layout(line_strip, max_vertices = 2) out;"
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"void main() {"
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"sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"EndPrimitive();"
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"}",
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*SkSL::ShaderCapsFactory::GeometryShaderExtensionString(),
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"#version 310es\n"
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"#extension GL_EXT_geometry_shader : require\n"
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"layout (points, invocations = 2) in ;\n"
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"layout (invocations = 3) in ;\n"
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"layout (line_strip, max_vertices = 2) out ;\n"
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"void main() {\n"
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" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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"}\n",
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SkSL::Program::kGeometry_Kind);
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}
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DEF_TEST(SkSLNormalization, r) {
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test(r,
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"uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#version 400\n"
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"uniform vec4 sk_RTAdjust;\n"
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"void main() {\n"
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" gl_Position = vec4(1.0);\n"
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" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
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"sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
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"}\n",
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SkSL::Program::kVertex_Kind);
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test(r,
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"uniform float4 sk_RTAdjust;"
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"layout(points) in;"
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"layout(invocations = 2) in;"
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"layout(line_strip, max_vertices = 2) out;"
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"void main() {"
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"sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);"
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"EmitVertex();"
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"EndPrimitive();"
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"}",
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*SkSL::ShaderCapsFactory::GeometryShaderSupport(),
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"#version 400\n"
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"uniform vec4 sk_RTAdjust;\n"
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"layout (points) in ;\n"
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"layout (invocations = 2) in ;\n"
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"layout (line_strip, max_vertices = 2) out ;\n"
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"void main() {\n"
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" gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n"
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" {\n"
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" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
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"sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
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" EmitVertex();\n"
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" }\n"
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" gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n"
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" {\n"
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" gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * "
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"sk_RTAdjust.yw, 0.0, gl_Position.w);\n"
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" EmitVertex();\n"
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" }\n"
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" EndPrimitive();\n"
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"}\n",
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SkSL::Program::kGeometry_Kind);
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}
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DEF_TEST(SkSLIncompleteShortIntPrecision, r) {
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test(r,
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"uniform sampler2D tex;"
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"in float2 texcoord;"
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"in short2 offset;"
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"void main() {"
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" short scalar = offset.y;"
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" sk_FragColor = sample(tex, texcoord + float2(offset * scalar));"
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"}",
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*SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
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"#version 400\n"
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"precision mediump float;\n"
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"precision mediump sampler2D;\n"
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"out mediump vec4 sk_FragColor;\n"
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"uniform sampler2D tex;\n"
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"in highp vec2 texcoord;\n"
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"in mediump ivec2 offset;\n"
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"void main() {\n"
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" mediump int scalar = offset.y;\n"
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" sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n"
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"}\n",
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SkSL::Program::kFragment_Kind);
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test(r,
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"uniform sampler2D tex;"
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"in float2 texcoord;"
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"in short2 offset;"
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"void main() {"
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" short scalar = offset.y;"
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" sk_FragColor = sample(tex, texcoord + float2(offset * scalar));"
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"}",
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*SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(),
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"#version 310es\n"
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"precision mediump float;\n"
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"precision mediump sampler2D;\n"
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"out mediump vec4 sk_FragColor;\n"
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"uniform sampler2D tex;\n"
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"in highp vec2 texcoord;\n"
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"in highp ivec2 offset;\n"
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"void main() {\n"
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" highp int scalar = offset.y;\n"
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" sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n"
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"}\n",
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SkSL::Program::kFragment_Kind);
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}
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DEF_TEST(SkSLWorkaroundRewriteDoWhileLoops, r) {
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test(r,
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"void main() {"
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" int i = 0;"
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" do {"
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" ++i;"
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" do {"
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" i++;"
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" } while (true);"
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" } while (i < 10);"
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" sk_FragColor = half4(i);"
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|
"}",
|
|
*SkSL::ShaderCapsFactory::RewriteDoWhileLoops(),
|
|
"#version 400\n"
|
|
"out vec4 sk_FragColor;\n"
|
|
"void main() {\n"
|
|
" int i = 0;\n"
|
|
" bool _tmpLoopSeenOnce0 = false;\n"
|
|
" while (true) {\n"
|
|
" if (_tmpLoopSeenOnce0) {\n"
|
|
" if (!(i < 10)) {\n"
|
|
" break;\n"
|
|
" }\n"
|
|
" }\n"
|
|
" _tmpLoopSeenOnce0 = true;\n"
|
|
" {\n"
|
|
" ++i;\n"
|
|
" bool _tmpLoopSeenOnce1 = false;\n"
|
|
" while (true) {\n"
|
|
" if (_tmpLoopSeenOnce1) {\n"
|
|
" if (!true) {\n"
|
|
" break;\n"
|
|
" }\n"
|
|
" }\n"
|
|
" _tmpLoopSeenOnce1 = true;\n"
|
|
" {\n"
|
|
" i++;\n"
|
|
" }\n"
|
|
" }\n"
|
|
" }\n"
|
|
" }\n"
|
|
" sk_FragColor = vec4(float(i));\n"
|
|
"}\n",
|
|
SkSL::Program::kFragment_Kind
|
|
);
|
|
}
|