skia2/resources/sksl/folding/FloatFolding.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 float unknownInput;
bool test() {
half unknown = half(unknownInput);
bool ok = true;
half x = 32.0 + 2.0;
ok = ok && (x == 34);
x = 32.0 - 2.0;
ok = ok && (x == 30);
x = 32.0 * 2.0;
ok = ok && (x == 64);
x = 32.0 / 2.0;
ok = ok && (x == 16);
x = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;
ok = ok && (x == 19);
x = 0.0 == 0.0 ? 1 : -1;
ok = ok && (x == 1);
x = 0.0 == 1.0 ? 2 : -2;
ok = ok && (x == -2);
x = 0.0 != 1.0 ? 3 : -3;
ok = ok && (x == 3);
x = 0.0 != 0.0 ? 4 : -4;
ok = ok && (x == -4);
x = 6.0 > 5.0 ? 5 : -5;
ok = ok && (x == 5);
x = 6.0 > 6.0 ? 6 : -6;
ok = ok && (x == -6);
x = 6.0 >= 6.0 ? 7 : -7;
ok = ok && (x == 7);
x = 6.0 >= 7.0 ? 8 : -8;
ok = ok && (x == -8);
x = 5.0 < 6.0 ? 9 : -9;
ok = ok && (x == 9);
x = 6.0 < 6.0 ? 10 : -10;
ok = ok && (x == -10);
x = 6.0 <= 6.0 ? 11 : -11;
ok = ok && (x == 11);
x = 6.0 <= 5.0 ? 12 : -12;
ok = ok && (x == -12);
x = half(unknown + 0);
ok = ok && (x == unknown);
x = half(0 + unknown);
ok = ok && (x == unknown);
x = half(unknown - 0);
ok = ok && (x == unknown);
x = half(unknown * 0);
ok = ok && (x == 0);
x = half(unknown * 1);
ok = ok && (x == unknown);
x = half(1 * unknown);
ok = ok && (x == unknown);
x = half(0 * unknown);
ok = ok && (x == 0);
x = half(unknown / 1);
ok = ok && (x == unknown);
x = half(0 / unknown); // this should NOT optimize away
ok = ok && (x == 0);
x += 1;
ok = ok && (x == 1);
x += 0;
ok = ok && (x == 1);
x -= 2;
ok = ok && (x == -1);
x -= 0;
ok = ok && (x == -1);
x *= 1;
ok = ok && (x == -1);
x *= 2;
ok = ok && (x == -2);
x /= 1;
ok = ok && (x == -2);
x /= 2;
ok = ok && (x == -1);
return ok;
}
half4 main(float2 coords) {
return test() ? colorGreen : colorRed;
}