From 5af9ea399d5e0344cc4b7da4e97b5dc5b3c74f64 Mon Sep 17 00:00:00 2001 From: Ethan Nicholas Date: Fri, 28 Jul 2017 15:19:46 -0400 Subject: renamed SkSL types in preparation for killing precision modifiers Bug: skia: Change-Id: Iff0289e25355a89cdc289a0892ed755dd1b1c900 Reviewed-on: https://skia-review.googlesource.com/27703 Commit-Queue: Ethan Nicholas Reviewed-by: Brian Salomon --- tests/SkSLGLSLTest.cpp | 270 +++++++++++++++++++++++++------------------------ 1 file changed, 136 insertions(+), 134 deletions(-) (limited to 'tests/SkSLGLSLTest.cpp') diff --git a/tests/SkSLGLSLTest.cpp b/tests/SkSLGLSLTest.cpp index 8f09d6b084..de002c7e81 100644 --- a/tests/SkSLGLSLTest.cpp +++ b/tests/SkSLGLSLTest.cpp @@ -50,7 +50,7 @@ static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& cap DEF_TEST(SkSLHelloWorld, r) { test(r, - "void main() { sk_FragColor = vec4(0.75); }", + "void main() { sk_FragColor = float4(0.75); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -62,7 +62,7 @@ DEF_TEST(SkSLHelloWorld, r) { DEF_TEST(SkSLControl, r) { test(r, "void main() {" - "if (sqrt(2) > 5) { sk_FragColor = vec4(0.75); } else { discard; }" + "if (sqrt(2) > 5) { sk_FragColor = float4(0.75); } else { discard; }" "int i = 0;" "while (i < 10) { sk_FragColor *= 0.5; i++; }" "do { sk_FragColor += 0.01; } while (sk_FragColor.x < 0.75);" @@ -99,7 +99,7 @@ DEF_TEST(SkSLFunctions, r) { test(r, "float foo(float v[2]) { return v[0] * v[1]; }" "void bar(inout float x) { float y[2], z; y[0] = x; y[1] = x * 2; z = foo(y); x = z; }" - "void main() { float x = 10; bar(x); sk_FragColor = vec4(x); }", + "void main() { float x = 10; bar(x); sk_FragColor = float4(x); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -141,8 +141,8 @@ DEF_TEST(SkSLOperators, r) { "z >>= 2;" "z <<= 4;" "z %= 5;" - "x = (vec2(sqrt(1)) , 6);" - "z = (vec2(sqrt(1)) , 6);" + "x = (float2(sqrt(1)) , 6);" + "z = (float2(sqrt(1)) , 6);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -174,12 +174,12 @@ DEF_TEST(SkSLOperators, r) { DEF_TEST(SkSLMatrices, r) { test(r, "void main() {" - "mat2x4 x = mat2x4(1);" - "mat3x2 y = mat3x2(1, 0, 0, 1, vec2(2, 2));" - "mat3x4 z = x * y;" - "vec3 v1 = mat3(1) * vec3(2);" - "vec3 v2 = vec3(2) * mat3(1);" - "sk_FragColor = vec4(z[0].x, v1 + v2);" + "float2x4 x = float2x4(1);" + "float3x2 y = float3x2(1, 0, 0, 1, float2(2, 2));" + "float3x4 z = x * y;" + "float3 v1 = float3x3(1) * float3(2);" + "float3 v2 = float3(2) * float3x3(1);" + "sk_FragColor = float4(z[0].x, v1 + v2);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -197,11 +197,11 @@ DEF_TEST(SkSLInterfaceBlock, r) { "uniform testBlock {" "float x;" "float y[2];" - "layout(binding=12) mat3x2 z;" + "layout(binding=12) float3x2 z;" "bool w;" "};" "void main() {" - " sk_FragColor = vec4(x, y[0], y[1], 0);" + " sk_FragColor = float4(x, y[0], y[1], 0);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -220,7 +220,7 @@ DEF_TEST(SkSLInterfaceBlock, r) { "float x;" "} test;" "void main() {" - " sk_FragColor = vec4(test.x);" + " sk_FragColor = float4(test.x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -236,7 +236,7 @@ DEF_TEST(SkSLInterfaceBlock, r) { "float x;" "} test[2];" "void main() {" - " sk_FragColor = vec4(test[1].x);" + " sk_FragColor = float4(test[1].x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -283,7 +283,7 @@ DEF_TEST(SkSLStructs, r) { DEF_TEST(SkSLVersion, r) { test(r, - "in float test; void main() { sk_FragColor = vec4(0.75); }", + "in float test; void main() { sk_FragColor = float4(0.75); }", *SkSL::ShaderCapsFactory::Version450Core(), "#version 450 core\n" "out vec4 sk_FragColor;\n" @@ -292,7 +292,7 @@ DEF_TEST(SkSLVersion, r) { " sk_FragColor = vec4(0.75);\n" "}\n"); test(r, - "in float test; void main() { sk_FragColor = vec4(0.75); }", + "in float test; void main() { sk_FragColor = float4(0.75); }", *SkSL::ShaderCapsFactory::Version110(), "#version 110\n" "varying float test;\n" @@ -304,7 +304,7 @@ DEF_TEST(SkSLVersion, r) { DEF_TEST(SkSLUsesPrecisionModifiers, r) { test(r, "void main() { float x = 0.75; highp float y = 1; x++; y++;" - "sk_FragColor.rg = vec2(x, y); }", + "sk_FragColor.rg = float2(x, y); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -317,7 +317,7 @@ DEF_TEST(SkSLUsesPrecisionModifiers, r) { "}\n"); test(r, "void main() { float x = 0.75; highp float y = 1; x++; y++;" - "sk_FragColor.rg = vec2(x, y); }", + "sk_FragColor.rg = float2(x, y); }", *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), "#version 400\n" "precision highp float;\n" @@ -362,7 +362,7 @@ DEF_TEST(SkSLMinAbs, r) { DEF_TEST(SkSLNegatedAtan, r) { test(r, - "void main() { vec2 x = vec2(sqrt(2)); sk_FragColor.r = atan(x.x, -x.y); }", + "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = atan(x.x, -x.y); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -371,7 +371,7 @@ DEF_TEST(SkSLNegatedAtan, r) { " sk_FragColor.x = atan(x.x, -x.y);\n" "}\n"); test(r, - "void main() { vec2 x = vec2(sqrt(2)); sk_FragColor.r = atan(x.x, -x.y); }", + "void main() { float2 x = float2(sqrt(2)); sk_FragColor.r = atan(x.x, -x.y); }", *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -442,13 +442,13 @@ DEF_TEST(SkSLHex, r) { DEF_TEST(SkSLVectorConstructors, r) { test(r, - "vec2 v1 = vec2(1);" - "vec2 v2 = vec2(1, 2);" - "vec2 v3 = vec2(vec2(1));" - "vec3 v4 = vec3(vec2(1), 1.0);" - "ivec2 v5 = ivec2(1);" - "ivec2 v6 = ivec2(vec2(1, 2));" - "vec2 v7 = vec2(ivec2(1, 2));", + "float2 v1 = float2(1);" + "float2 v2 = float2(1, 2);" + "float2 v3 = float2(float2(1));" + "float3 v4 = float3(float2(1), 1.0);" + "int2 v5 = int2(1);" + "int2 v6 = int2(float2(1, 2));" + "float2 v7 = float2(int2(1, 2));", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -464,8 +464,8 @@ DEF_TEST(SkSLVectorConstructors, r) { DEF_TEST(SkSLArrayConstructors, r) { test(r, "float test1[] = float[](1, 2, 3, 4);" - "vec2 test2[] = vec2[](vec2(1, 2), vec2(3, 4));" - "mat4 test3[] = mat4[]();", + "float2 test2[] = float2[](float2(1, 2), float2(3, 4));" + "float4x4 test3[] = float4x4[]();", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -693,55 +693,55 @@ DEF_TEST(SkSLBoolFolding, r) { DEF_TEST(SkSLVecFolding, r) { test(r, "void main() {" - "sk_FragColor.r = vec4(0.5, 1, 1, 1).x;" - "sk_FragColor = vec4(vec2(1), vec2(2, 3)) + vec4(5, 6, 7, 8);" - "sk_FragColor = vec4(8, vec3(10)) - vec4(1);" - "sk_FragColor = vec4(2) * vec4(1, 2, 3, 4);" - "sk_FragColor = vec4(12) / vec4(1, 2, 3, 4);" - "sk_FragColor.r = (vec4(12) / vec4(1, 2, 3, 4)).y;" - "sk_FragColor.x = vec4(1) == vec4(1) ? 1.0 : -1.0;" - "sk_FragColor.x = vec4(1) == vec4(2) ? 2.0 : -2.0;" - "sk_FragColor.x = vec2(1) == vec2(1, 1) ? 3.0 : -3.0;" - "sk_FragColor.x = vec2(1, 1) == vec2(1, 1) ? 4.0 : -4.0;" - "sk_FragColor.x = vec2(1) == vec2(1, 0) ? 5.0 : -5.0;" - "sk_FragColor.x = vec4(1) == vec4(vec2(1), vec2(1)) ? 6.0 : -6.0;" - "sk_FragColor.x = vec4(vec3(1), 1) == vec4(vec2(1), vec2(1)) ? 7.0 : -7.0;" - "sk_FragColor.x = vec4(vec3(1), 1) == vec4(vec2(1), 1, 0) ? 8.0 : -8.0;" - "sk_FragColor.x = vec2(1) != vec2(1, 0) ? 9.0 : -9.0;" - "sk_FragColor.x = vec4(1) != vec4(vec2(1), vec2(1)) ? 10.0 : -10.0;" - "sk_FragColor = vec4(sqrt(1)) * vec4(1);" - "sk_FragColor = vec4(1) * vec4(sqrt(2));" - "sk_FragColor = vec4(0) * vec4(sqrt(3));" - "sk_FragColor = vec4(sqrt(4)) * vec4(0);" - "sk_FragColor = vec4(0) / vec4(sqrt(5));" - "sk_FragColor = vec4(0) + vec4(sqrt(6));" - "sk_FragColor = vec4(sqrt(7)) + vec4(0);" - "sk_FragColor = vec4(sqrt(8)) - vec4(0);" - "sk_FragColor = vec4(0) + sqrt(9);" - "sk_FragColor = vec4(0) * sqrt(10);" - "sk_FragColor = vec4(0) / sqrt(11);" - "sk_FragColor = vec4(1) * sqrt(12);" - "sk_FragColor = 0 + vec4(sqrt(13));" - "sk_FragColor = 0 * vec4(sqrt(14));" - "sk_FragColor = 0 / vec4(sqrt(15));" - "sk_FragColor = 1 * vec4(sqrt(16));" - "sk_FragColor = vec4(sqrt(17)) + 0;" - "sk_FragColor = vec4(sqrt(18)) * 0;" - "sk_FragColor = vec4(sqrt(19)) * 1;" - "sk_FragColor = vec4(sqrt(19.5)) - 0;" - "sk_FragColor = sqrt(20) * vec4(1);" - "sk_FragColor = sqrt(21) + vec4(0);" - "sk_FragColor = sqrt(22) - vec4(0);" - "sk_FragColor = sqrt(23) / vec4(1);" - "sk_FragColor = vec4(sqrt(24)) / 1;" - "sk_FragColor += vec4(1);" - "sk_FragColor += vec4(0);" - "sk_FragColor -= vec4(1);" - "sk_FragColor -= vec4(0);" - "sk_FragColor *= vec4(1);" - "sk_FragColor *= vec4(2);" - "sk_FragColor /= vec4(1);" - "sk_FragColor /= vec4(2);" + "sk_FragColor.r = float4(0.5, 1, 1, 1).x;" + "sk_FragColor = float4(float2(1), float2(2, 3)) + float4(5, 6, 7, 8);" + "sk_FragColor = float4(8, float3(10)) - float4(1);" + "sk_FragColor = float4(2) * float4(1, 2, 3, 4);" + "sk_FragColor = float4(12) / float4(1, 2, 3, 4);" + "sk_FragColor.r = (float4(12) / float4(1, 2, 3, 4)).y;" + "sk_FragColor.x = float4(1) == float4(1) ? 1.0 : -1.0;" + "sk_FragColor.x = float4(1) == float4(2) ? 2.0 : -2.0;" + "sk_FragColor.x = float2(1) == float2(1, 1) ? 3.0 : -3.0;" + "sk_FragColor.x = float2(1, 1) == float2(1, 1) ? 4.0 : -4.0;" + "sk_FragColor.x = float2(1) == float2(1, 0) ? 5.0 : -5.0;" + "sk_FragColor.x = float4(1) == float4(float2(1), float2(1)) ? 6.0 : -6.0;" + "sk_FragColor.x = float4(float3(1), 1) == float4(float2(1), float2(1)) ? 7.0 : -7.0;" + "sk_FragColor.x = float4(float3(1), 1) == float4(float2(1), 1, 0) ? 8.0 : -8.0;" + "sk_FragColor.x = float2(1) != float2(1, 0) ? 9.0 : -9.0;" + "sk_FragColor.x = float4(1) != float4(float2(1), float2(1)) ? 10.0 : -10.0;" + "sk_FragColor = float4(sqrt(1)) * float4(1);" + "sk_FragColor = float4(1) * float4(sqrt(2));" + "sk_FragColor = float4(0) * float4(sqrt(3));" + "sk_FragColor = float4(sqrt(4)) * float4(0);" + "sk_FragColor = float4(0) / float4(sqrt(5));" + "sk_FragColor = float4(0) + float4(sqrt(6));" + "sk_FragColor = float4(sqrt(7)) + float4(0);" + "sk_FragColor = float4(sqrt(8)) - float4(0);" + "sk_FragColor = float4(0) + sqrt(9);" + "sk_FragColor = float4(0) * sqrt(10);" + "sk_FragColor = float4(0) / sqrt(11);" + "sk_FragColor = float4(1) * sqrt(12);" + "sk_FragColor = 0 + float4(sqrt(13));" + "sk_FragColor = 0 * float4(sqrt(14));" + "sk_FragColor = 0 / float4(sqrt(15));" + "sk_FragColor = 1 * float4(sqrt(16));" + "sk_FragColor = float4(sqrt(17)) + 0;" + "sk_FragColor = float4(sqrt(18)) * 0;" + "sk_FragColor = float4(sqrt(19)) * 1;" + "sk_FragColor = float4(sqrt(19.5)) - 0;" + "sk_FragColor = sqrt(20) * float4(1);" + "sk_FragColor = sqrt(21) + float4(0);" + "sk_FragColor = sqrt(22) - float4(0);" + "sk_FragColor = sqrt(23) / float4(1);" + "sk_FragColor = float4(sqrt(24)) / 1;" + "sk_FragColor += float4(1);" + "sk_FragColor += float4(0);" + "sk_FragColor -= float4(1);" + "sk_FragColor -= float4(0);" + "sk_FragColor *= float4(1);" + "sk_FragColor *= float4(2);" + "sk_FragColor /= float4(1);" + "sk_FragColor /= float4(2);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -798,23 +798,24 @@ DEF_TEST(SkSLVecFolding, r) { DEF_TEST(SkSLMatFolding, r) { test(r, "void main() {" - "sk_FragColor.x = mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) == " - "mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 1 : -1;" - "sk_FragColor.x = mat2(vec2(1.0, 0.0), vec2(1.0, 1.0)) == " - "mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 2 : -2;" - "sk_FragColor.x = mat2(1) == mat2(1) ? 3 : -3;" - "sk_FragColor.x = mat2(1) == mat2(0) ? 4 : -4;" - "sk_FragColor.x = mat2(1) == mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 5 : -5;" - "sk_FragColor.x = mat2(2) == mat2(vec2(1.0, 0.0), vec2(0.0, 1.0)) ? 6 : -6;" - "sk_FragColor.x = mat3x2(2) == mat3x2(vec2(2.0, 0.0), vec2(0.0, 2.0), vec2(0.0)) ? 7 : -7;" - "sk_FragColor.x = mat2(1) != mat2(1) ? 8 : -8;" - "sk_FragColor.x = mat2(1) != mat2(0) ? 9 : -9;" - "sk_FragColor.x = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 0.0)) == " - "mat3(mat2(1.0)) ? 10 : -10;" - "sk_FragColor.x = mat2(mat3(1.0)) == mat2(1.0) ? 11 : -11;" - "sk_FragColor.x = mat2(vec4(1.0, 0.0, 0.0, 1.0)) == mat2(1.0) ? 12 : -12;" - "sk_FragColor.x = mat2(1.0, 0.0, vec2(0.0, 1.0)) == mat2(1.0) ? 13 : -13;" - "sk_FragColor.x = mat2(vec2(1.0, 0.0), 0.0, 1.0) == mat2(1.0) ? 14 : -14;" + "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) == " + "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 1 : -1;" + "sk_FragColor.x = float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) == " + "float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 2 : -2;" + "sk_FragColor.x = float2x2(1) == float2x2(1) ? 3 : -3;" + "sk_FragColor.x = float2x2(1) == float2x2(0) ? 4 : -4;" + "sk_FragColor.x = float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 5 : -5;" + "sk_FragColor.x = float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ? 6 : -6;" + "sk_FragColor.x = float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0))" + "? 7 : -7;" + "sk_FragColor.x = float2x2(1) != float2x2(1) ? 8 : -8;" + "sk_FragColor.x = float2x2(1) != float2x2(0) ? 9 : -9;" + "sk_FragColor.x = float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), " + "float3(0.0, 0.0, 0.0)) == float3x3(float2x2(1.0)) ? 10 : -10;" + "sk_FragColor.x = float2x2(float3x3(1.0)) == float2x2(1.0) ? 11 : -11;" + "sk_FragColor.x = float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0) ? 12 : -12;" + "sk_FragColor.x = float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0) ? 13 : -13;" + "sk_FragColor.x = float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0) ? 14 : -14;" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -866,7 +867,7 @@ DEF_TEST(SkSLCaps, r) { "if (sk_Caps.fbFetchSupport) y = 1;" "if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.texelFetchSupport) z = 1;" "if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.canUseAnyFunctionInShader) w = 1;" - "sk_FragColor = vec4(x, y, z, w);" + "sk_FragColor = float4(x, y, z, w);" "}", *SkSL::ShaderCapsFactory::VariousCaps(), "#version 400\n" @@ -881,11 +882,11 @@ DEF_TEST(SkSLTexture, r) { "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" - "vec4 a = texture(one, 0);" - "vec4 b = texture(two, vec2(0));" - "vec4 c = texture(one, vec2(0));" - "vec4 d = texture(two, vec3(0));" - "sk_FragColor = vec4(a.x, b.x, c.x, d.x);" + "float4 a = texture(one, 0);" + "float4 b = texture(two, float2(0));" + "float4 c = texture(one, float2(0));" + "float4 d = texture(two, float3(0));" + "sk_FragColor = float4(a.x, b.x, c.x, d.x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -903,11 +904,11 @@ DEF_TEST(SkSLTexture, r) { "uniform sampler1D one;" "uniform sampler2D two;" "void main() {" - "vec4 a = texture(one, 0);" - "vec4 b = texture(two, vec2(0));" - "vec4 c = texture(one, vec2(0));" - "vec4 d = texture(two, vec3(0));" - "sk_FragColor = vec4(a.x, b.x, c.x, d.x);" + "float4 a = texture(one, 0);" + "float4 b = texture(two, float2(0));" + "float4 c = texture(one, float2(0));" + "float4 d = texture(two, float3(0));" + "sk_FragColor = float4(a.x, b.x, c.x, d.x);" "}", *SkSL::ShaderCapsFactory::Version110(), "#version 110\n" @@ -1022,7 +1023,7 @@ DEF_TEST(SkSLClipDistance, r) { "}\n", SkSL::Program::kVertex_Kind); test(r, - "void main() { sk_FragColor = vec4(sk_ClipDistance[0]); }", + "void main() { sk_FragColor = float4(sk_ClipDistance[0]); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -1033,9 +1034,9 @@ DEF_TEST(SkSLClipDistance, r) { DEF_TEST(SkSLArrayTypes, r) { test(r, - "void main() { vec2 x[2] = vec2[2](vec2(1), vec2(2));" - "vec2[2] y = vec2[2](vec2(3), vec2(4));" - "sk_FragColor = vec4(x[0], y[1]); }", + "void main() { float2 x[2] = float2[2](float2(1), float2(2));" + "float2[2] y = float2[2](float2(3), float2(4));" + "sk_FragColor = float4(x[0], y[1]); }", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" "out vec4 sk_FragColor;\n" @@ -1051,9 +1052,9 @@ DEF_TEST(SkSLGeometry, r) { "layout(invocations = 2) in;" "layout(line_strip, max_vertices = 2) out;" "void main() {" - "gl_Position = sk_in[0].gl_Position + vec4(-0.5, 0, 0, sk_InvocationID);" + "gl_Position = sk_in[0].gl_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" - "gl_Position = sk_in[0].gl_Position + vec4(0.5, 0, 0, sk_InvocationID);" + "gl_Position = sk_in[0].gl_Position + float4(0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "EndPrimitive();" "}", @@ -1087,7 +1088,7 @@ DEF_TEST(SkSLSwitch, r) { " default:" " x = 2.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1118,7 +1119,7 @@ DEF_TEST(SkSLSwitch, r) { " default:" " x = 2.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1144,7 +1145,7 @@ DEF_TEST(SkSLSwitch, r) { " case 1:" " x = 1.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1169,7 +1170,7 @@ DEF_TEST(SkSLSwitch, r) { " case 1:" " x = 1.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1187,7 +1188,7 @@ DEF_TEST(SkSLSwitch, r) { " case 1:" " x = 1.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1206,7 +1207,7 @@ DEF_TEST(SkSLSwitch, r) { " case 1:" " x = 1.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1225,7 +1226,7 @@ DEF_TEST(SkSLSwitch, r) { " case 1:" " x = 1.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1244,7 +1245,7 @@ DEF_TEST(SkSLSwitch, r) { " case 1:" " x = 1.0;" " }" - " sk_FragColor = vec4(x);" + " sk_FragColor = float4(x);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1266,7 +1267,7 @@ DEF_TEST(SkSLRectangleTexture, r) { test(r, "uniform sampler2D test;" "void main() {" - " sk_FragColor = texture(test, vec2(0.5));" + " sk_FragColor = texture(test, float2(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1278,7 +1279,7 @@ DEF_TEST(SkSLRectangleTexture, r) { test(r, "uniform sampler2DRect test;" "void main() {" - " sk_FragColor = texture(test, vec2(0.5));" + " sk_FragColor = texture(test, float2(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1290,7 +1291,7 @@ DEF_TEST(SkSLRectangleTexture, r) { test(r, "uniform sampler2DRect test;" "void main() {" - " sk_FragColor = texture(test, vec3(0.5));" + " sk_FragColor = texture(test, float3(0.5));" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1309,7 +1310,7 @@ DEF_TEST(SkSLUnusedVars, r) { "float e = d;" "b++;" "d++;" - "sk_FragColor = vec4(b, b, d, d);" + "sk_FragColor = float4(b, b, d, d);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1330,7 +1331,7 @@ DEF_TEST(SkSLMultipleAssignments, r) { "float y;" "int z;" "x = y = z = 1;" - "sk_FragColor = vec4(z);" + "sk_FragColor = float4(z);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1342,13 +1343,14 @@ DEF_TEST(SkSLMultipleAssignments, r) { DEF_TEST(SkSLComplexDelete, r) { test(r, - "uniform mat4 colorXform;" + "uniform float4x4 colorXform;" "uniform sampler2D sampler;" "void main() {" - "vec4 tmpColor;" - "sk_FragColor = vec4(1.0) * (tmpColor = texture(sampler, vec2(1)) , " - "colorXform != mat4(1.0) ? vec4(clamp((mat4(colorXform) * vec4(tmpColor.xyz, 1.0)).xyz, " - "0.0, tmpColor.w), tmpColor.w) : tmpColor);" + "float4 tmpColor;" + "sk_FragColor = float4(1.0) * (tmpColor = texture(sampler, float2(1)) , " + "colorXform != float4x4(1.0) ? float4(clamp((float4x4(colorXform) * " + "float4(tmpColor.xyz, 1.0)).xyz, " + "0.0, tmpColor.w), tmpColor.w) : tmpColor);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1367,7 +1369,7 @@ DEF_TEST(SkSLDependentInitializers, r) { test(r, "void main() {" "float x = 0.5, y = x * 2;" - "sk_FragColor = vec4(y);" + "sk_FragColor = float4(y);" "}", *SkSL::ShaderCapsFactory::Default(), "#version 400\n" @@ -1401,11 +1403,11 @@ DEF_TEST(SkSLInvocations, r) { "layout(invocations = 2) in;" "layout(line_strip, max_vertices = 2) out;" "void test() {" - "gl_Position = sk_in[0].gl_Position + vec4(0.5, 0, 0, sk_InvocationID);" + "gl_Position = sk_in[0].gl_Position + float4(0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "}" "void main() {" - "gl_Position = sk_in[0].gl_Position + vec4(-0.5, 0, 0, sk_InvocationID);" + "gl_Position = sk_in[0].gl_Position + float4(-0.5, 0, 0, sk_InvocationID);" "EmitVertex();" "}", *SkSL::ShaderCapsFactory::MustImplementGSInvocationsWithLoop(), -- cgit v1.2.3