d92f9c2f8d
We should support constant-expressions involving matrices (GLSL ES2 does, WebGL does). We currently don't. We do properly report out-of- range indexing, but we don't optimize away valid matrix index expressions or allow matrices to be indexed in a constant-expression context. Change-Id: If58aa4c5f15abef421a412957072f3617b4176df Bug: skia:12472 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/469818 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
32 lines
2.1 KiB
Plaintext
32 lines
2.1 KiB
Plaintext
void half2x4_neg1() { half2x4 m; half4 v = m[-1]; }
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void half2x4_0() { half2x4 m; half4 v = m[0]; }
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void half2x4_1() { half2x4 m; half4 v = m[1]; }
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void half2x4_2() { half2x4 m; half4 v = m[2]; }
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void half2x4_3() { half2x4 m; half4 v = m[3]; }
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void half2x4_4() { half2x4 m; half4 v = m[4]; }
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void half2x4_huge() { half2x4 m; half4 v = m[1000000000]; }
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void half3x3_neg1() { half3x3 m; half3 v = m[-1]; }
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void half3x3_0() { half3x3 m; half3 v = m[0]; }
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void half3x3_1() { half3x3 m; half3 v = m[1]; }
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void half3x3_2() { half3x3 m; half3 v = m[2]; }
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void half3x3_3() { half3x3 m; half3 v = m[3]; }
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void half3x3_4() { half3x3 m; half3 v = m[4]; }
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void half3x3_huge() { half3x3 m; half3 v = m[1000000000]; }
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void half4x2_neg1() { half4x2 m; half2 v = m[-1]; }
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void half4x2_0() { half4x2 m; half2 v = m[0]; }
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void half4x2_1() { half4x2 m; half2 v = m[1]; }
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void half4x2_2() { half4x2 m; half2 v = m[2]; }
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void half4x2_3() { half4x2 m; half2 v = m[3]; }
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void half4x2_4() { half4x2 m; half2 v = m[4]; }
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void half4x2_huge() { half4x2 m; half2 v = m[1000000000]; }
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void half4_neg1_constidx() { half3x3 m; const int INDEX = -1; half3 v = m[INDEX]; }
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void half4_0_constidx() { half3x3 m; const int INDEX = 0; half3 v = m[INDEX]; }
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void half4_1_constidx() { half3x3 m; const int INDEX = 1; half3 v = m[INDEX]; }
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void half4_2_constidx() { half3x3 m; const int INDEX = 2; half3 v = m[INDEX]; }
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void half4_3_constidx() { half3x3 m; const int INDEX = 3; half3 v = m[INDEX]; }
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void half4_4_constidx() { half3x3 m; const int INDEX = 4; half3 v = m[INDEX]; }
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void half4_huge_constidx() { half3x3 m; const int INDEX = 1000000000; half3 v = m[INDEX]; }
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