skia2/resources/sksl/folding/VectorScalarFolding.sksl
John Stiles c332739531 Remove 0/x arithmetic simplification.
If x is a known compile-time constant value, it can already be optimized
to a final value.
If x is not known, it could be zero, and 0/0 should result in a NaN.

Change-Id: I643a7c6da0a43ec366235c4df39fc78d3b361de7
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441580
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-08-24 19:18:41 +00:00

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uniform half4 colorRed, colorGreen;
uniform half unknownInput;
bool test_half() {
bool ok = true;
// Vector op scalar
half4 x = half4(half2(1), half2(2, 3)) + 5;
ok = ok && (x == half4(6, 6, 7, 8));
x = half4(8, half3(10)) - 1;
ok = ok && (x == half4(7, 9, 9, 9));
x = half4(half2(8), half2(9)) + 1;
ok = ok && (x == half4(9, 9, 10, 10));
x.xyz = half3(2) * 3;
ok = ok && (x == half4(6, 6, 6, 10));
x.xy = half2(12) / 4;
ok = ok && (x == half4(3, 3, 6, 10));
// (Vector op scalar).swizzle
x = (half4(12) / 2).yxwz;
ok = ok && (x == half4(6));
// Scalar op vector
x = 5 + half4(half2(1), half2(2, 3));
ok = ok && (x == half4(6, 6, 7, 8));
x = 1 - half4(8, half3(10));
ok = ok && (x == half4(-7, -9, -9, -9));
x = 1 + half4(half2(8), half2(9));
ok = ok && (x == half4(9, 9, 10, 10));
x.xyz = 3 * half3(2);
ok = ok && (x == half4(6, 6, 6, 10));
x.xy = 4 / half2(0.5);
ok = ok && (x == half4(8, 8, 6, 10));
x = 20 / half4(10, 20, 40, 80);
ok = ok && (x == half4(2, 1, 0.5, 0.25));
// (Scalar op vector).swizzle
x = (12 / half4(2)).yxwz;
ok = ok && (x == half4(6));
// Vector op unknown scalar
half unknown = unknownInput;
x = half4(0) + unknown;
ok = ok && (x == half4(unknown));
x = half4(0) * unknown;
ok = ok && (x == half4(0));
x = half4(0) / unknown;
ok = ok && (x == half4(0));
x = half4(1) * unknown;
ok = ok && (x == half4(unknown));
// Unknown scalar op vector
x = unknown * half4(1);
ok = ok && (x == half4(unknown));
x = unknown + half4(0);
ok = ok && (x == half4(unknown));
x = unknown - half4(0);
ok = ok && (x == half4(unknown));
x = unknown / half4(1);
ok = ok && (x == half4(unknown));
// Scalar op unknown vector
x = 0 + half4(unknown);
ok = ok && (x == half4(unknown));
x = 0 * half4(unknown);
ok = ok && (x == half4(0));
x = 0 / half4(unknown); // this should NOT optimize away
ok = ok && (x == half4(0));
x = 1 * half4(unknown);
ok = ok && (x == half4(unknown));
// X = Unknown op scalar
x = half4(unknown) + 0;
ok = ok && (x == half4(unknown));
x = half4(unknown) * 0;
ok = ok && (x == half4(0));
x = half4(unknown) * 1;
ok = ok && (x == half4(unknown));
x = half4(unknown) - 0;
ok = ok && (x == half4(unknown));
// X op= scalar.
x = half4(unknown);
x += 1;
x += 0;
x -= 1;
x -= 0;
x *= 1;
x /= 1;
ok = ok && (x == half4(unknown));
// X = X op scalar.
x = half4(unknown);
x = x + 1;
x = x + 0;
x = x - 1;
x = x - 0;
x = x * 1;
x = x / 1;
ok = ok && (x == half4(unknown));
return ok;
}
bool test_int() {
bool ok = true;
// Vector op scalar
int4 x = int4(int2(1), int2(2, 3)) + 5;
ok = ok && (x == int4(6, 6, 7, 8));
x = int4(8, int3(10)) - 1;
ok = ok && (x == int4(7, 9, 9, 9));
x = int4(int2(8), int2(9)) + 1;
ok = ok && (x == int4(9, 9, 10, 10));
x.xyz = int3(2) * 3;
ok = ok && (x == int4(6, 6, 6, 10));
x.xy = int2(12) / 4;
ok = ok && (x == int4(3, 3, 6, 10));
// (Vector op scalar).swizzle
x = (int4(12) / 2).yxwz;
ok = ok && (x == int4(6));
// Scalar op vector
x = 5 + int4(int2(1), int2(2, 3));
ok = ok && (x == int4(6, 6, 7, 8));
x = 1 - int4(8, int3(10));
ok = ok && (x == int4(-7, -9, -9, -9));
x = 1 + int4(int2(8), int2(9));
ok = ok && (x == int4(9, 9, 10, 10));
x.xyz = 3 * int3(2);
ok = ok && (x == int4(6, 6, 6, 10));
x.xy = 16 / int2(2);
ok = ok && (x == int4(8, 8, 6, 10));
x = 2000 / int4(10, 20, 40, 80);
ok = ok && (x == int4(200, 100, 50, 25));
// (Scalar op vector).swizzle
x = (12 / int4(2)).yxwz;
ok = ok && (x == int4(6));
// Vector op unknown scalar
int unknown = int(unknownInput);
x = int4(0) + unknown;
ok = ok && (x == int4(unknown));
x = int4(0) * unknown;
ok = ok && (x == int4(0));
x = int4(0) / unknown;
ok = ok && (x == int4(0));
x = int4(1) * unknown;
ok = ok && (x == int4(unknown));
// Unknown scalar op vector
x = unknown * int4(1);
ok = ok && (x == int4(unknown));
x = unknown + int4(0);
ok = ok && (x == int4(unknown));
x = unknown - int4(0);
ok = ok && (x == int4(unknown));
x = unknown / int4(1);
ok = ok && (x == int4(unknown));
// Scalar op unknown vector
x = 0 + int4(unknown);
ok = ok && (x == int4(unknown));
x = 0 * int4(unknown);
ok = ok && (x == int4(0));
x = 0 / int4(unknown);
ok = ok && (x == int4(0));
x = 1 * int4(unknown);
ok = ok && (x == int4(unknown));
// Unknown vector op scalar
x = int4(unknown) + 0;
ok = ok && (x == int4(unknown));
x = int4(unknown) * 0;
ok = ok && (x == int4(0));
x = int4(unknown) * 1;
ok = ok && (x == int4(unknown));
x = int4(unknown) - 0;
ok = ok && (x == int4(unknown));
// X op= scalar.
x = int4(unknown);
x += 1;
x += 0;
x -= 1;
x -= 0;
x *= 1;
x /= 1;
ok = ok && (x == int4(unknown));
// X = X op scalar.
x = int4(unknown);
x = x + 1;
x = x + 0;
x = x - 1;
x = x - 0;
x = x * 1;
x = x / 1;
ok = ok && (x == int4(unknown));
return ok;
}
half4 main(float2 coords) {
return test_half() && test_int() ? colorGreen : colorRed;
}