fc4b9919d3
Prevents us from accepting code that can't be correctly transformed to GLSL, like: uniform float x; float y = x; (Previously, writing code like that in a runtime effect would effectively produce the exact same code all the way through to GLSL, and the driver would fail to compile it). Bug: skia:11336 Change-Id: Iaa797587c4a4a7289ed59ce2736cf0bf0fc5bca3 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384698 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
15 lines
298 B
Plaintext
15 lines
298 B
Plaintext
/*#pragma settings NoInline*/
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const float gInitialized = -1.0;
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float gInitializedFromOther = -gInitialized;
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float gUninitialized;
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void init_globals() {
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gUninitialized = gInitialized + 2;
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}
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float4 main() {
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init_globals();
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return float4(0, gInitializedFromOther, 0, gUninitialized);
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}
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