1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity); 2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code); 3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut { 4*c8dee2aaSAndroid Build Coastguard Worker @location(0) sk_FragColor: vec4<f32>, 5*c8dee2aaSAndroid Build Coastguard Worker}; 6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms { 7*c8dee2aaSAndroid Build Coastguard Worker colorGreen: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker colorRed: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker}; 10*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 11*c8dee2aaSAndroid Build Coastguard Workerfn test_half_b() -> bool { 12*c8dee2aaSAndroid Build Coastguard Worker { 13*c8dee2aaSAndroid Build Coastguard Worker var ok: bool = true; 14*c8dee2aaSAndroid Build Coastguard Worker var m1: mat2x2<f32> = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 15*c8dee2aaSAndroid Build Coastguard Worker const _skTemp0 = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 16*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m1[0] == _skTemp0[0]) && all(m1[1] == _skTemp0[1])); 17*c8dee2aaSAndroid Build Coastguard Worker var m3: mat2x2<f32> = m1; 18*c8dee2aaSAndroid Build Coastguard Worker const _skTemp1 = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 19*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m3[0] == _skTemp1[0]) && all(m3[1] == _skTemp1[1])); 20*c8dee2aaSAndroid Build Coastguard Worker const m4: mat2x2<f32> = mat2x2<f32>(6.0, 0.0, 0.0, 6.0); 21*c8dee2aaSAndroid Build Coastguard Worker const _skTemp2 = mat2x2<f32>(6.0, 0.0, 0.0, 6.0); 22*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m4[0] == _skTemp2[0]) && all(m4[1] == _skTemp2[1])); 23*c8dee2aaSAndroid Build Coastguard Worker m3 = m3 * m4; 24*c8dee2aaSAndroid Build Coastguard Worker const _skTemp3 = mat2x2<f32>(6.0, 12.0, 18.0, 24.0); 25*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m3[0] == _skTemp3[0]) && all(m3[1] == _skTemp3[1])); 26*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = m1[1].y; 27*c8dee2aaSAndroid Build Coastguard Worker let m5: mat2x2<f32> = mat2x2<f32>(_skTemp4, 0.0, 0.0, _skTemp4); 28*c8dee2aaSAndroid Build Coastguard Worker const _skTemp5 = mat2x2<f32>(4.0, 0.0, 0.0, 4.0); 29*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m5[0] == _skTemp5[0]) && all(m5[1] == _skTemp5[1])); 30*c8dee2aaSAndroid Build Coastguard Worker m1 = m1 + m5; 31*c8dee2aaSAndroid Build Coastguard Worker const _skTemp6 = mat2x2<f32>(5.0, 2.0, 3.0, 8.0); 32*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m1[0] == _skTemp6[0]) && all(m1[1] == _skTemp6[1])); 33*c8dee2aaSAndroid Build Coastguard Worker const m7: mat2x2<f32> = mat2x2<f32>(5.0, 6.0, 7.0, 8.0); 34*c8dee2aaSAndroid Build Coastguard Worker const _skTemp7 = mat2x2<f32>(5.0, 6.0, 7.0, 8.0); 35*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m7[0] == _skTemp7[0]) && all(m7[1] == _skTemp7[1])); 36*c8dee2aaSAndroid Build Coastguard Worker const m9: mat3x3<f32> = mat3x3<f32>(9.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 9.0); 37*c8dee2aaSAndroid Build Coastguard Worker const _skTemp8 = mat3x3<f32>(9.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0, 0.0, 9.0); 38*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m9[0] == _skTemp8[0]) && all(m9[1] == _skTemp8[1]) && all(m9[2] == _skTemp8[2])); 39*c8dee2aaSAndroid Build Coastguard Worker const m10: mat4x4<f32> = mat4x4<f32>(11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0); 40*c8dee2aaSAndroid Build Coastguard Worker const _skTemp9 = mat4x4<f32>(11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0); 41*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m10[0] == _skTemp9[0]) && all(m10[1] == _skTemp9[1]) && all(m10[2] == _skTemp9[2]) && all(m10[3] == _skTemp9[3])); 42*c8dee2aaSAndroid Build Coastguard Worker var m11: mat4x4<f32> = mat4x4<f32>(20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0); 43*c8dee2aaSAndroid Build Coastguard Worker m11 = m11 - m10; 44*c8dee2aaSAndroid Build Coastguard Worker const _skTemp10 = mat4x4<f32>(9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0); 45*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(m11[0] == _skTemp10[0]) && all(m11[1] == _skTemp10[1]) && all(m11[2] == _skTemp10[2]) && all(m11[3] == _skTemp10[3])); 46*c8dee2aaSAndroid Build Coastguard Worker return ok; 47*c8dee2aaSAndroid Build Coastguard Worker } 48*c8dee2aaSAndroid Build Coastguard Worker} 49*c8dee2aaSAndroid Build Coastguard Workerfn test_comma_b() -> bool { 50*c8dee2aaSAndroid Build Coastguard Worker { 51*c8dee2aaSAndroid Build Coastguard Worker var x: mat2x2<f32>; 52*c8dee2aaSAndroid Build Coastguard Worker var y: mat2x2<f32>; 53*c8dee2aaSAndroid Build Coastguard Worker x = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 54*c8dee2aaSAndroid Build Coastguard Worker y = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 55*c8dee2aaSAndroid Build Coastguard Worker return (all(x[0] == y[0]) && all(x[1] == y[1])); 56*c8dee2aaSAndroid Build Coastguard Worker } 57*c8dee2aaSAndroid Build Coastguard Worker} 58*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 59*c8dee2aaSAndroid Build Coastguard Worker { 60*c8dee2aaSAndroid Build Coastguard Worker var _0_ok: bool = true; 61*c8dee2aaSAndroid Build Coastguard Worker var _1_m1: mat2x2<f32> = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 62*c8dee2aaSAndroid Build Coastguard Worker const _skTemp11 = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 63*c8dee2aaSAndroid Build Coastguard Worker _0_ok = _0_ok && (all(_1_m1[0] == _skTemp11[0]) && all(_1_m1[1] == _skTemp11[1])); 64*c8dee2aaSAndroid Build Coastguard Worker var _2_m3: mat2x2<f32> = _1_m1; 65*c8dee2aaSAndroid Build Coastguard Worker const _skTemp12 = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 66*c8dee2aaSAndroid Build Coastguard Worker _0_ok = _0_ok && (all(_2_m3[0] == _skTemp12[0]) && all(_2_m3[1] == _skTemp12[1])); 67*c8dee2aaSAndroid Build Coastguard Worker const _3_m4: mat2x2<f32> = mat2x2<f32>(6.0, 0.0, 0.0, 6.0); 68*c8dee2aaSAndroid Build Coastguard Worker _2_m3 = _2_m3 * _3_m4; 69*c8dee2aaSAndroid Build Coastguard Worker const _skTemp13 = mat2x2<f32>(6.0, 12.0, 18.0, 24.0); 70*c8dee2aaSAndroid Build Coastguard Worker _0_ok = _0_ok && (all(_2_m3[0] == _skTemp13[0]) && all(_2_m3[1] == _skTemp13[1])); 71*c8dee2aaSAndroid Build Coastguard Worker let _skTemp14 = _1_m1[1].y; 72*c8dee2aaSAndroid Build Coastguard Worker let _4_m5: mat2x2<f32> = mat2x2<f32>(_skTemp14, 0.0, 0.0, _skTemp14); 73*c8dee2aaSAndroid Build Coastguard Worker const _skTemp15 = mat2x2<f32>(4.0, 0.0, 0.0, 4.0); 74*c8dee2aaSAndroid Build Coastguard Worker _0_ok = _0_ok && (all(_4_m5[0] == _skTemp15[0]) && all(_4_m5[1] == _skTemp15[1])); 75*c8dee2aaSAndroid Build Coastguard Worker _1_m1 = _1_m1 + _4_m5; 76*c8dee2aaSAndroid Build Coastguard Worker const _skTemp16 = mat2x2<f32>(5.0, 2.0, 3.0, 8.0); 77*c8dee2aaSAndroid Build Coastguard Worker _0_ok = _0_ok && (all(_1_m1[0] == _skTemp16[0]) && all(_1_m1[1] == _skTemp16[1])); 78*c8dee2aaSAndroid Build Coastguard Worker const _7_m10: mat4x4<f32> = mat4x4<f32>(11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0, 0.0, 0.0, 0.0, 0.0, 11.0); 79*c8dee2aaSAndroid Build Coastguard Worker var _8_m11: mat4x4<f32> = mat4x4<f32>(20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0, 20.0); 80*c8dee2aaSAndroid Build Coastguard Worker _8_m11 = _8_m11 - _7_m10; 81*c8dee2aaSAndroid Build Coastguard Worker const _skTemp17 = mat4x4<f32>(9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0, 20.0, 20.0, 20.0, 20.0, 9.0); 82*c8dee2aaSAndroid Build Coastguard Worker _0_ok = _0_ok && (all(_8_m11[0] == _skTemp17[0]) && all(_8_m11[1] == _skTemp17[1]) && all(_8_m11[2] == _skTemp17[2]) && all(_8_m11[3] == _skTemp17[3])); 83*c8dee2aaSAndroid Build Coastguard Worker var _skTemp18: vec4<f32>; 84*c8dee2aaSAndroid Build Coastguard Worker var _skTemp19: bool; 85*c8dee2aaSAndroid Build Coastguard Worker var _skTemp20: bool; 86*c8dee2aaSAndroid Build Coastguard Worker if _0_ok { 87*c8dee2aaSAndroid Build Coastguard Worker let _skTemp21 = test_half_b(); 88*c8dee2aaSAndroid Build Coastguard Worker _skTemp20 = _skTemp21; 89*c8dee2aaSAndroid Build Coastguard Worker } else { 90*c8dee2aaSAndroid Build Coastguard Worker _skTemp20 = false; 91*c8dee2aaSAndroid Build Coastguard Worker } 92*c8dee2aaSAndroid Build Coastguard Worker if _skTemp20 { 93*c8dee2aaSAndroid Build Coastguard Worker let _skTemp22 = test_comma_b(); 94*c8dee2aaSAndroid Build Coastguard Worker _skTemp19 = _skTemp22; 95*c8dee2aaSAndroid Build Coastguard Worker } else { 96*c8dee2aaSAndroid Build Coastguard Worker _skTemp19 = false; 97*c8dee2aaSAndroid Build Coastguard Worker } 98*c8dee2aaSAndroid Build Coastguard Worker if _skTemp19 { 99*c8dee2aaSAndroid Build Coastguard Worker _skTemp18 = _globalUniforms.colorGreen; 100*c8dee2aaSAndroid Build Coastguard Worker } else { 101*c8dee2aaSAndroid Build Coastguard Worker _skTemp18 = _globalUniforms.colorRed; 102*c8dee2aaSAndroid Build Coastguard Worker } 103*c8dee2aaSAndroid Build Coastguard Worker return _skTemp18; 104*c8dee2aaSAndroid Build Coastguard Worker } 105*c8dee2aaSAndroid Build Coastguard Worker} 106*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 107*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 108*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 109*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 110*c8dee2aaSAndroid Build Coastguard Worker} 111