skia2/tests/sksl/inliner/InlineWithNestedBigCalls.glsl
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

79 lines
987 B
GLSL

out vec4 sk_FragColor;
uniform float val;
void main() {
float _0_x = val;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
++_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
--_0_x;
_0_x = 456.0;
float _1_x = _0_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
++_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
--_1_x;
_1_x = 123.0;
sk_FragColor = vec4(_1_x);
}