diff options
author | Ethan Nicholas <ethannicholas@google.com> | 2018-01-23 16:39:42 -0500 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2018-01-23 22:23:30 +0000 |
commit | 29b3434e48ca41672266ac40f5b9e8f8a0405cb5 (patch) | |
tree | 2524748fc90c30ae887e6a086e6bb76ffaa05e81 /tests/SkSLGLSLTest.cpp | |
parent | 8524c30a971cd22fe1e3e0fd3db5988fe23272b6 (diff) |
Revert "converted vertex shaders to device coords"
This reverts commit e7e81c15c144b8133f696d0744ed9f7e8d06e936.
Reason for revert: Chrome perf regressions
Bug: skia:
Change-Id: I17fadc97c4b8e80bfdccbf123554614a00c58473
Reviewed-on: https://skia-review.googlesource.com/99040
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Diffstat (limited to 'tests/SkSLGLSLTest.cpp')
-rw-r--r-- | tests/SkSLGLSLTest.cpp | 67 |
1 files changed, 0 insertions, 67 deletions
diff --git a/tests/SkSLGLSLTest.cpp b/tests/SkSLGLSLTest.cpp index 62c5cd6955..53710c9516 100644 --- a/tests/SkSLGLSLTest.cpp +++ b/tests/SkSLGLSLTest.cpp @@ -1072,21 +1072,6 @@ DEF_TEST(SkSLFragCoord, r) { SkSL::Program::kVertex_Kind); test(r, - "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }", - *SkSL::ShaderCapsFactory::CannotUseFragCoord(), - "#version 400\n" - "out vec4 sk_FragCoord_Workaround;\n" - "in uniform vec4 sk_RTAdjust;\n" - "in vec4 pos;\n" - "void main() {\n" - " sk_FragCoord_Workaround = (gl_Position = pos);\n" - " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, " - "gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, 0.0, " - "gl_Position.w);\n" - "}\n", - SkSL::Program::kVertex_Kind); - - test(r, "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", *SkSL::ShaderCapsFactory::CannotUseFragCoord(), "#version 400\n" @@ -1754,58 +1739,6 @@ DEF_TEST(SkSLForceHighPrecision, r) { &inputs); } -DEF_TEST(SkSLNormalization, r) { - test(r, - "uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }", - *SkSL::ShaderCapsFactory::Default(), - "#version 400\n" - "uniform vec4 sk_RTAdjust;\n" - "void main() {\n" - " gl_Position = vec4(1.0);\n" - " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * sk_RTAdjust.y, " - "gl_Position.y * sk_RTAdjust.z + gl_Position.w * sk_RTAdjust.w, " - "0.0, " - "gl_Position.w);\n" - "}\n", - SkSL::Program::kVertex_Kind); - test(r, - "uniform float4 sk_RTAdjust;" - "layout(points) in;" - "layout(invocations = 2) in;" - "layout(line_strip, max_vertices = 2) out;" - "void main() {" - "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" - "EmitVertex();" - "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" - "EmitVertex();" - "EndPrimitive();" - "}", - *SkSL::ShaderCapsFactory::GeometryShaderSupport(), - "#version 400\n" - "uniform vec4 sk_RTAdjust;\n" - "layout (points) in ;\n" - "layout (invocations = 2) in ;\n" - "layout (line_strip, max_vertices = 2) out ;\n" - "void main() {\n" - " gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" - " {\n" - " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * " - "sk_RTAdjust.y, gl_Position.y * sk_RTAdjust.z + gl_Position.w * " - "sk_RTAdjust.w, 0.0, gl_Position.w);\n" - " EmitVertex();\n" - " }\n" - " gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" - " {\n" - " gl_Position = vec4(gl_Position.x * sk_RTAdjust.x + gl_Position.w * " - "sk_RTAdjust.y, gl_Position.y * sk_RTAdjust.z + gl_Position.w * " - "sk_RTAdjust.w, 0.0, gl_Position.w);\n" - " EmitVertex();\n" - " }\n" - " EndPrimitive();\n" - "}\n", - SkSL::Program::kGeometry_Kind); -} - DEF_TEST(SkSLTernaryLValue, r) { test(r, "void main() { half r, g; (true ? r : g) = 1; (false ? r : g) = 0; " |