skia2/tests/sksl/folding/VectorScalarFolding.glsl
John Stiles 4d6310ab20 Support half4 return values from main() in the SPIR-V code generator.
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>
2021-01-27 02:46:03 +00:00

133 lines
3.6 KiB
GLSL

out vec4 sk_FragColor;
uniform vec4 colorRed;
uniform vec4 colorGreen;
uniform float unknownInput;
bool test_int() {
bool ok = true;
ivec4 x = ivec4(6, 6, 7, 8);
ok = true;
x = ivec4(7, 9, 9, 9);
ok = true;
x = ivec4(9, 9, 10, 10);
ok = true;
x.xyz = ivec3(6, 6, 6);
ok = x == ivec4(6, 6, 6, 10);
x.xy = ivec2(3, 3);
ok = ok && x == ivec4(3, 3, 6, 10);
x = ivec4(6, 6, 6, 6);
ok = ok;
x = ivec4(6, 6, 7, 8);
ok = ok;
x = ivec4(-7, -9, -9, -9);
ok = ok;
x = ivec4(9, 9, 10, 10);
ok = ok;
x.xyz = ivec3(6, 6, 6);
ok = ok && x == ivec4(6, 6, 6, 10);
x.xy = ivec2(8, 8);
ok = ok && x == ivec4(8, 8, 6, 10);
x = ivec4(200, 100, 50, 25);
ok = ok;
x = ivec4(6, 6, 6, 6);
ok = ok;
int unknown = int(unknownInput);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(0);
ok = ok;
x = ivec4(0);
ok = ok;
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(0);
ok = ok;
x = ivec4(0);
ok = ok;
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(0);
ok = ok;
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
x = ivec4(unknown);
ok = ok && x == ivec4(unknown);
return ok;
}
vec4 main() {
bool _1_ok = true;
vec4 _2_x = vec4(6.0, 6.0, 7.0, 8.0);
_1_ok = true;
_2_x = vec4(7.0, 9.0, 9.0, 9.0);
_1_ok = true;
_2_x = vec4(9.0, 9.0, 10.0, 10.0);
_1_ok = true;
_2_x.xyz = vec3(6.0, 6.0, 6.0);
_1_ok = _2_x == vec4(6.0, 6.0, 6.0, 10.0);
_2_x.xy = vec2(3.0, 3.0);
_1_ok = _1_ok && _2_x == vec4(3.0, 3.0, 6.0, 10.0);
_2_x = vec4(6.0, 6.0, 6.0, 6.0);
_1_ok = _1_ok;
_2_x = vec4(6.0, 6.0, 7.0, 8.0);
_1_ok = _1_ok;
_2_x = vec4(-7.0, -9.0, -9.0, -9.0);
_1_ok = _1_ok;
_2_x = vec4(9.0, 9.0, 10.0, 10.0);
_1_ok = _1_ok;
_2_x.xyz = vec3(6.0, 6.0, 6.0);
_1_ok = _1_ok && _2_x == vec4(6.0, 6.0, 6.0, 10.0);
_2_x.xy = vec2(8.0, 8.0);
_1_ok = _1_ok && _2_x == vec4(8.0, 8.0, 6.0, 10.0);
_2_x = vec4(2.0, 1.0, 0.5, 0.25);
_1_ok = _1_ok;
_2_x = vec4(6.0, 6.0, 6.0, 6.0);
_1_ok = _1_ok;
float _3_unknown = unknownInput;
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(0.0);
_1_ok = _1_ok;
_2_x = vec4(0.0);
_1_ok = _1_ok;
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(0.0);
_1_ok = _1_ok;
_2_x = vec4(0.0);
_1_ok = _1_ok;
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(0.0);
_1_ok = _1_ok;
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
_2_x = vec4(_3_unknown);
_1_ok = _1_ok && _2_x == vec4(_3_unknown);
return _1_ok && test_int() ? colorGreen : colorRed;
}