368166262a
Improved tests caught a longstanding bug in the compile-time optimization logic for round/roundEven. These would *always* round to an even number even when it didn't make sense to do so. (e.g. 3.1 would round to 4.) RoundEven isn't available in lower shader models of Direct3D; SPIRV-Cross throws if it's unavailable. We may need a caps bit for this. Change-Id: I3cc50238a2116b8d4e2c4059730d8b5cfb2bb056 Bug: skia:12022, skia:12352 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441078 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
10 lines
361 B
GLSL
10 lines
361 B
GLSL
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out vec4 sk_FragColor;
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uniform vec4 testInputs;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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vec4 main() {
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const vec4 expectedA = vec4(-1.0, 0.0, 1.0, 2.0);
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return ((round(testInputs.x) == -1.0 && round(testInputs.xy) == vec2(-1.0, 0.0)) && round(testInputs.xyz) == vec3(-1.0, 0.0, 1.0)) && round(testInputs) == expectedA ? colorGreen : colorRed;
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}
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