DEF_TEST(SkSLHelloWorld, r) {
test(r,
"void main() { sk_FragColor = vec4(0.75); }",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"}"
"return;"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"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); }",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"float foo(in float v[2]) {\n"
"z <<= 4;"
"z %= 5;"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"vec3 v1 = mat3(1) * vec3(1);"
"vec3 v2 = vec3(1) * mat3(1);"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"};"
"void main() {"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"uniform testBlock {\n"
"B b1, b2, b3;"
"void main() {"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"struct A {\n"
DEF_TEST(SkSLVersion, r) {
test(r,
"in float test; void main() { sk_FragColor = vec4(0.75); }",
- *SkSL::GLSLCapsFactory::Version450Core(),
+ *SkSL::ShaderCapsFactory::Version450Core(),
"#version 450 core\n"
"out vec4 sk_FragColor;\n"
"in float test;\n"
"}\n");
test(r,
"in float test; void main() { sk_FragColor = vec4(0.75); }",
- *SkSL::GLSLCapsFactory::Version110(),
+ *SkSL::ShaderCapsFactory::Version110(),
"#version 110\n"
"varying float test;\n"
"void main() {\n"
DEF_TEST(SkSLUsesPrecisionModifiers, r) {
test(r,
"void main() { float x = 0.75; highp float y = 1; }",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"}\n");
test(r,
"void main() { float x = 0.75; highp float y = 1; }",
- *SkSL::GLSLCapsFactory::UsesPrecisionModifiers(),
+ *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(),
"#version 400\n"
"precision highp float;\n"
"out mediump vec4 sk_FragColor;\n"
"float x = -5;"
"x = min(abs(x), 6);"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"float x = -5.0;"
"x = min(abs(x), 6.0);"
"}",
- *SkSL::GLSLCapsFactory::CannotUseMinAndAbsTogether(),
+ *SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
DEF_TEST(SkSLNegatedAtan, r) {
test(r,
"void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"}\n");
test(r,
"void main() { vec2 x = vec2(1, 2); float y = atan(x.x, -(2 * x.y)); }",
- *SkSL::GLSLCapsFactory::MustForceNegatedAtanParamToFloat(),
+ *SkSL::ShaderCapsFactory::MustForceNegatedAtanParamToFloat(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
test(r,
"layout(blend_support_all_equations) out;"
"void main() { }",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"layout (blend_support_all_equations) out ;\n"
"uint u3 = 0x7fffffff;"
"uint u4 = 0xffffffff;"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"ivec2 v7 = ivec2(1);"
"ivec2 v8 = ivec2(vec2(1, 2));"
"vec2 v9 = vec2(ivec2(1, 2));",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"vec2 v1 = vec2(1.0);\n"
"float test1[] = float[](1, 2, 3, 4);"
"vec2 test2[] = vec2[](vec2(1, 2), vec2(3, 4));"
"mat4 test3[] = mat4[]();",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n"
DEF_TEST(SkSLDerivatives, r) {
test(r,
"void main() { float x = dFdx(1); }",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"}\n");
test(r,
"void main() { float x = 1; }",
- *SkSL::GLSLCapsFactory::ShaderDerivativeExtensionString(),
+ *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"}\n");
test(r,
"void main() { float x = dFdx(1); }",
- *SkSL::GLSLCapsFactory::ShaderDerivativeExtensionString(),
+ *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(),
"#version 400\n"
"#extension GL_OES_standard_derivatives : require\n"
"out vec4 sk_FragColor;\n"
"bool xor_f = 1 == 1 ^^ 1 == 1;"
"int ternary = 10 > 5 ? 10 : 5;"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"if (1 > 2) x = 4; else x = 5;"
"if (false) x = 6;"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.texelFetchSupport) x = 3;"
"if (sk_Caps.dropsTileOnZeroDivide && sk_Caps.canUseAnyFunctionInShader) x = 4;"
"}",
- *SkSL::GLSLCapsFactory::VariousCaps(),
+ *SkSL::ShaderCapsFactory::VariousCaps(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"void main() {\n"
"vec4 c = texture(one, vec2(0));"
"vec4 d = texture(two, vec3(0));"
"}",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"uniform sampler1D one;\n"
"vec4 c = texture(one, vec2(0));"
"vec4 d = texture(two, vec3(0));"
"}",
- *SkSL::GLSLCapsFactory::Version110(),
+ *SkSL::ShaderCapsFactory::Version110(),
"#version 110\n"
"uniform sampler1D one;\n"
"uniform sampler2D two;\n"
"layout(offset = 4) int y;"
"int z;"
"} test;",
- *SkSL::GLSLCapsFactory::Default(),
+ *SkSL::ShaderCapsFactory::Default(),
"#version 400\n"
"out vec4 sk_FragColor;\n"
"struct Test {\n"