skia2/tests/sksl/intrinsics/MixFloat.glsl
John Stiles 9c9f60cdb4 Implement additional Runtime Effect intrinsic tests.
Tested in dm:
- max(halfN, halfN)
- max(halfN, half)
- min(halfN, halfN)
- min(halfN, half)
- clamp(halfN, halfN, halfN)
- clamp(halfN, half, half)
- mix(halfN, halfN, halfN)
- mix(halfN, halfN, half)

Compiled outputs only (not in ES2):
- max(intN, intN)
- max(intN, int)
- min(intN, intN)
- min(intN, int)
- clamp(intN, intN, intN)
- clamp(intN, int, int)
- mix(halfN, halfN, boolN)  - broken in Metal/SPIR-V (skia:11222)
- mix(intN, intN, boolN)    - broken in Metal/SPIR-V (skia:11222)

Change-Id: Iaafc5429b16d2a8710b9d171ae281c268c0fd70d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/361438
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-01-29 18:23:48 +00:00

11 lines
995 B
GLSL

out vec4 sk_FragColor;
uniform vec4 colorGreen;
uniform vec4 colorRed;
uniform vec4 colorBlack;
uniform vec4 colorWhite;
uniform vec4 testInputs;
vec4 main() {
return ((((((((((mix(colorGreen, colorRed, 0.0) == vec4(0.0, 1.0, 0.0, 1.0) && mix(colorGreen, colorRed, 0.25) == vec4(0.25, 0.75, 0.0, 1.0)) && mix(colorGreen, colorRed, 0.75) == vec4(0.75, 0.25, 0.0, 1.0)) && mix(colorGreen, colorRed, 1.0) == vec4(1.0, 0.0, 0.0, 1.0)) && mix(colorBlack.x, colorWhite.x, 0.5) == 0.5) && mix(colorBlack.xy, colorWhite.xy, 0.5) == vec2(0.5, 0.5)) && mix(colorBlack.xyz, colorWhite.xyz, 0.5) == vec3(0.5, 0.5, 0.5)) && mix(colorBlack, colorWhite, 0.5) == vec4(0.5, 0.5, 0.5, 1.0)) && mix(colorWhite.x, testInputs.x, 0.0) == 1.0) && mix(colorWhite.xy, testInputs.xy, vec2(0.0, 0.5)) == vec2(1.0, 0.5)) && mix(colorWhite.xyz, testInputs.xyz, vec3(0.0, 0.5, 0.0)) == vec3(1.0, 0.5, 1.0)) && mix(colorWhite, testInputs, vec4(0.0, 0.5, 0.0, 1.0)) == vec4(1.0, 0.5, 1.0, 2.25) ? colorGreen : colorRed;
}