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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/build/CorrectConstFolding2_vert.vert | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/build/CorrectConstFolding2_vert.vert')
-rw-r--r-- | dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/build/CorrectConstFolding2_vert.vert | 421 |
1 files changed, 421 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/build/CorrectConstFolding2_vert.vert b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/build/CorrectConstFolding2_vert.vert new file mode 100644 index 0000000000..55c1367245 --- /dev/null +++ b/dom/canvas/test/webgl-conf/checkout/conformance/ogles/GL/build/CorrectConstFolding2_vert.vert @@ -0,0 +1,421 @@ + +/* +Copyright (c) 2019 The Khronos Group Inc. +Use of this source code is governed by an MIT-style license that can be +found in the LICENSE.txt file. +*/ + + +void main() +{ + struct s5 { + float k; + }; + const struct s { + int i; + float j; + s5 s55; + } ss = s(4,1.0, s5(1.0)); + + + const struct s2 { + int i; + vec3 v3; + bvec4 bv4; + } s22 = s2(8, vec3(9, 10, 11), bvec4(true, false, true, false)); + + struct s4 { + int ii; + vec4 v4; + }; + + const struct s1 { + s2 ss; + int i; + float f; + mat4 m; + s4 s44; + } s11 = s1(s22, 2, 4.0, mat4(5), s4(6, vec4(7, 8, 9, 10))) ; + + + const struct s7 { + int i; + mat3 m3; + } s77 = s7(12, mat3(15)); + + vec2 v21 = vec2(1); // Not a constant + const vec2 v22 = vec2(11); // 11.0, 11.0 + const vec4 v41 = vec4(2); // 2.0, 2.0, 2.0, 2.0 + const vec4 v43 = vec4(4,4,4,4); // 4.0, 4.0, 4.0, 4.0 + const vec4 v44 = vec4(5.0, 5.0, 5.0, 5.0); // 5.0, 5.0, 5.0, 5.0 + const vec4 v45 = vec4(v22, v22); // 11.0, 11.0, 11.0, 11.0 + const vec4 v46 = vec4(vec2(20, 21), vec2(22, 23)); // 20.0, 21.0, 22.0, 23.0 + + const vec3 v31 = vec3(s22.v3); // 9.0, 10.0, 11.0 + const vec3 v32 = vec3(s77.m3); // 15.0, 0, 0 + const vec3 v33 = vec3(s77.m3[2]); // 0, 0, 15.0 + const vec3 v34 = vec3(s77.m3[2][0]); // 0,0,0 + + + const mat4 m41 = mat4(1); // 1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1 + const mat4 m42 = mat4(v44, v44, v44, v44); // all 5s + const mat4 m43 = mat4( v43.x); // 4,0,0,0,0,4,0,0,0,0,0,4,0,0,0,0,0,4 + + const vec4 v47 = vec4(m41[0][0]); // 1.0,1.0,1.0,1.0 + + const mat4 m45 = mat4(s22.v3, v44, v45, v32, 50, 52); //9,10,11,5,5,5,5,11,11,11,11,15.0, 0,0, 50.0, 52.0 + //const mat3 m31 = mat3(1, mat2(1), 2.0, vec3(1)); // 1.0, 1,0,0,1,2,1,1,1 + const vec4 v48 = vec4(v31[0], v22[1], v41[0], v43[3]); //9, 11, 2, 4 + const vec4 v49 = vec4(s22.v3.xy, s22.v3.zx); // 9,10,11,9 + const vec4 v410 = vec4(v44.xy, v43.zx); //5,5,4,4 + + const vec4 v411 = vec4(m42[3]); // 5,5,5,5 + const vec4 v412 = vec4(m43[2]); // 0,0,4,0 + + const vec2 v23 = vec2(m41); // 1,0 + + const vec2 v24 = vec2(33, s11.i); // 33, 2 + + const vec4 v413 = vec4(vec2(1.0,2.0),ivec2(3.0,4.0)); // 1,2,3,4 + const ivec4 i41 = ivec4(1.0, 2.0, 3.0, 4.0); // 1,2,3,4 + + const ivec4 i42 = ivec4(6); // 6,6,6,6 + const ivec4 i43 = ivec4(v45); //11,11,11,11 + + const ivec4 i44 = ivec4(v44[0]); // 5,5,5,5 + const ivec4 i45 = ivec4(vec2(20, 21), vec2(22, 23)); // 20, 21, 22, 23 + const vec4 v414 = vec4(ivec2(29, 30), ivec2(31, 32)); // 29.0, 30.0, 31.0, 32.0 + const ivec4 i46 = ivec4(ivec2(2.0,3.0), ivec3(4.0,5.0,6.0)); + const ivec4 i47 = ivec4(i46); // 2,3,4,5 + const ivec4 i48 = ivec4(v414.x); // 29,29,29,29 + + const ivec4 i49 = ivec4(vec4(1)); // 1,1,1,1 + const ivec4 i414 = ivec4(mat4(14)); // 14, 0,0,0, + const ivec4 i410 = ivec4(m43); // 4,0,0,0 + const ivec4 i411 = ivec4(m43[1]); // 0, 4, 0, 0 + const ivec4 i412 = ivec4(s77.i); // 12, 12, 12, 12 + const ivec4 i416 = ivec4(s22.v3.zyx, 12); // 11, 10, 9, 12 + + const vec4 v415 = vec4(ivec2(35), ivec2(36)); // 35.0, 35.0 ,36.0 , 36.0 + + const bvec4 b41 = bvec4(1.0, 2.0, 3.0, 4.0); // true,true,true,true + + const bvec4 b42 = bvec4(6); // true,true,true,true + const bvec4 b43 = bvec4(v45); //true,true,true,true + + const bvec4 b44 = bvec4(v44[0]); // true,true,true,true + const bvec4 b45 = bvec4(vec2(0, 21), vec2(0, 1)); // false, true, false, true + const bvec4 b46 = bvec4(ivec2(0.0,3.0), ivec3(0,5.0,6.0)); // false, true, false, true + const bvec4 b47 = bvec4(i46); // true,true,true,true + const bvec4 b48 = bvec4(v414.x); // true,true,true,true + + const bvec4 b49 = bvec4(vec4(0)); // false,false,false,false + const bvec4 b414 = bvec4(mat4(14)); // true, false,false,false, + const bvec4 b410 = bvec4(m43); // true,false,false,false + const bvec4 b411 = bvec4(m43[1]); // false, true, false, false + const bvec4 b412 = bvec4(s77.i) ; // true, true, true, true + + const vec3 v35 = vec3(s11.s44.v4); // 7.0,8.0,9.0 + + + struct s10 { + int k; + }; + struct s9 { + float f; + s10 s101; + }; + const struct s8 { + int i; + s9 s99; + } s88 = s8(1, s9(2.0, s10(5))); + + struct st4 { + int m; + vec3 v3; + }; + struct st3 { + int k; + int l; + st4 st44; + }; + struct st2 { + float f; + st3 st33; + }; + const struct st1 { + int i; + st2 st22; + } st11 = st1(1, st2(2.0, st3(5, 6, st4(7, v35)))); + + const vec4 v416 = vec4(s88.s99.s101.k); // all 5s + const vec4 v417 = vec4(st11.st22.st33.st44.v3, s88.s99.s101.k); // 7.0, 8.0, 9.0, 5.0 + const vec3 v36 = vec3(s11.ss.v3); // 9, 10, 11 + + vec4 v418 = v416; // all 5s + const float f1 = v416[0]; // 5.0 + vec4 v419; + v419.xyz = st11.st22.st33.st44.v3; + mat4 m47; + + struct struct2 { + int k; + } struct22 = struct2(4); + + const struct struct1 { + struct2 sst2; + } struct11 = struct1(struct2(2)); + + const vec4 v420 = v417; // 7.0, 8.0, 9.0 , 5.0 + + vec4 v421 = vec4(s11.m); // 5, 0, 0, 0 + vec4 v422 = v420; // 7.0, 8.0, 9.0 , 5.0 + + vec4 v423 = s11.s44.v4; // 7, 8, 9, 10 + + int int1 = ss.i * ss.i; // 16 + int int2 = ss.i * 2; // 8 + + const vec4 v425 = v420 * v420; // 49, 64, 81, 25 + const vec4 v426 = s11.m * s11.s44.v4; // 35, 40, 45, 50 + const vec4 v427 = s11.s44.v4 * s11.m; // 35, 40, 45, 50 + + float ff = 2.0; + const float ffConst = 2.0; + + vec4 v428 = ff + v425; // ordinary assignment with binary node + vec3 v39 = vec3(5); + + vec3 v310 = s22.v3 + v39; //14, 15, 16 + + const vec4 v429 = v420 + v420; // 14, 16, 18, 10 + const vec4 v430 = v420 + ffConst; // 9, 10, 11,7 + const vec4 v432 = v429 + s11.f; // 18, 20, 22, 14 + + const vec4 v433 = vec4(s11.f + s11.f); // all 8s + const vec4 v434 = v432 + vec4(3); // 21, 23, 25, 17 + const mat4 m48 = s11.m + ffConst; // diagonal 7s and others 2s + const mat4 m49 = mat4(ffConst + s11.f); // diagonal 6s + const mat4 m410 = m48 + s11.f; // diagonal 11, others - 6s + + const mat4 m413 = m48 + m48 ; // diagonal 14, others 4 + const mat4 m414 = m413 + ffConst ; // diagonal 16, others 6 + + const vec4 v435 = ffConst + v420; // 9, 10, 11,7 + const vec4 v436 = s11.f + v429; // 18, 20, 22, 14 + const mat4 m415 = ffConst + s11.m; // diagonal 7s and others 2s + const mat4 m416 = s11.f + m48 ; // diagonal 11, others - 6s + const mat4 m417 = ffConst + m413 ; // diagonal 16, others 6 + + const vec4 v437 = v420 - v420; // 0, 0, 0, 0 + const vec4 v438 = v420 - ffConst; // 5, 6, 7,3 + const vec4 v440 = v429 - s11.f; // 10, 12, 14, 6 + + const vec4 v441 = vec4(s11.f - s11.f); // all 0s + const vec4 v442 = v432 - vec4(3); // 15, 17, 19, 11 + const mat4 m418 = s11.m - ffConst; // diagonal 3s and others -2s + const mat4 m419 = mat4(ffConst - s11.f); // diagonal -> -2s + const mat4 m420 = m48 - s11.f; // diagonal 3, others -> -2 + + const mat4 m423 = m48 - m48 ; // All 0s + const mat4 m424 = m413 - ffConst ; // diagonal 12, others 2 + + const vec4 v443 = ffConst - v420; // -5, -6, -7,-3 + const vec4 v444 = s11.f - v429; // -10, -12, -14, -6 + const mat4 m425 = ffConst - s11.m; // diagonal -3s and others 2s + const mat4 m426 = s11.f - m48 ; // diagonal -3, others 2s + const mat4 m427 = ffConst - m413 ; // diagonal -12, others -2 + + const vec4 v445 = v420 * v420; // 49, 64, 81, 25 + const vec4 v446 = v420 * ffConst; // 14, 16, 18,10 + const vec4 v448 = v429 * s11.f; // 56, 46, 72, 40 + + const vec4 v449 = vec4(s11.f * s11.f); // all 16 + const vec4 v450 = v432 * vec4(3); // 54, 60, 66, 42 + const mat4 m428 = s11.m * ffConst; // diagonal 10 and others 0s + const mat4 m429 = mat4(ffConst * s11.f); // diagonal 8 + const mat4 m430 = m48 * s11.f; // diagonal 28, others 8 + + const mat4 m433 = m48 * m48 ; // diagonal 61, others 36 + const mat4 m434 = m413 * ffConst ; // diagonal 28, others 8 + + const vec4 v451 = ffConst * v420; // 14, 16, 18,10 + const vec4 v452 = s11.f * v429; // 56, 64, 72, 40 + const mat4 m435 = ffConst * s11.m; // diagonal 10 and others 0s + const mat4 m436 = s11.f * m48 ; // diagonal 28, others - 8s + const mat4 m437 = ffConst * m413 ; // diagonal 28, others 8 + + const vec4 v453 = v420 / v420; // 1, 1, 1, 1 + const vec4 v454 = v420 / ffConst; // 3.5, 4, 4.5,2.5 + + const vec4 v457 = vec4(s11.f / s11.f); // all 1s + const vec4 v458 = v432 / vec4(3); // 6, 6.6666, 7.333, 4.6666 + const mat4 m438 = s11.m / ffConst; // diagonal 2.5 and others 0s + const mat4 m439 = mat4(ffConst / s11.f); // diagonal 0.5s + const mat4 m440 = m48 / s11.f; // diagonal 1.75, others 0.5s + + const mat4 m443 = m48 / m48 ; // All 1s + const mat4 m444 = m413 / ffConst ; // diagonal 7, others 2 + + const vec4 v459 = ffConst / v420; // .2857 , .25, .22, .4 + const vec4 v460 = s11.f / v429; // .2857, .25, .22, .4 + //const mat4 m445 = ffConst / s11.m; // divide by zero error + const mat4 m446 = s11.f / m48 ; // diagonal .571, others 2 + const mat4 m447 = ffConst / m413 ; // diagonal .1428, others 0.5 + + const vec4 v461 = v453 * m428; // 10, 10, 10, 10 + const vec4 v462 = v453 * m437; // 52, 52, 52, 52 + const vec4 v463 = m428 * v451; // 140, 160, 180, 100 + const vec4 v464 = m437 * v451; // 744, 784, 824, 664 + + int ii = 2; + const int iiConst = 2; + + const ivec4 i420 = ivec4( 7,8,9,5); // 7, 8, 9, 5 + + const ivec4 i429 = i420 + i420; // 14, 16, 18, 10 + const ivec4 i430 = i420 + iiConst; // 9, 10, 11,7 + const ivec4 i432 = i429 + ss.i; // 18, 20, 22, 14 + + const ivec4 i433 = ivec4(ss.i + ss.i); // all 8s + + const ivec4 i435 = iiConst + i420; // 9, 10, 11,7 + const ivec4 i436 = ss.i + i429; // 18, 20, 22, 14 + + const ivec4 i437 = i420 - i420; // 0, 0, 0, 0 + const ivec4 i438 = i420 - iiConst; // 5, 6, 7,3 + const ivec4 i440 = i429 - ss.i; // 10, 12, 14, 6 + + const ivec4 i441 = ivec4(ss.i - ss.i); // all 0s + + const ivec4 i443 = iiConst - i420; // -5, -6, -7,-3 + const ivec4 i444 = ss.i - i429; // -10, -12, -14, -6 + + const ivec4 i445 = i420 * i420; // 49, 64, 81, 25 + const ivec4 i446 = i420 * iiConst; // 14, 16, 18,10 + const ivec4 i448 = i429 * ss.i; // 56, 64, 72, 40 + + const ivec4 i449 = ivec4(ss.i * ss.i); // all 16 + + const ivec4 i451 = iiConst * i420; // 14, 16, 18,10 + const ivec4 i452 = ss.i * i429; // 56, 64, 72, 40 + + const ivec4 i453 = i420 / i420; // 1, 1, 1, 1 + const ivec4 i454 = i420 / iiConst; // 3, 4, 4,2 + const ivec4 i456 = i429 / ss.i; // 3, 4, 4, 2 + + const ivec4 i457 = ivec4(ss.i / ss.i); // all 1s + + const ivec4 i459 = iiConst / i420; // 0 , 0, 0,0 + const ivec4 i460 = ss.i / i429; // 0, 0, 0,0 + + const bvec4 b424 = bvec4(s22.bv4); + + const bool b1 = s22.bv4 == b424; // true + const bool b2 = i420 == i420; // true + const bool b3 = i420 == i445; // false + const bool b4 = v420 == v420; // true + const bool b5 = m430 == m434; // true + + const vec4 v465 = -v420; // -7, -8, -9, -5 + const mat4 m448 = -m447 ; // diagonal -.1428, others -0.5 + const ivec4 i465 = -i456 ; // -3, -4, -4,-2 + + const bool b7 = s22 == s22; + + const vec4 v466 = v432 + vec4(3,4,5,6); // 21, 24, 27, 20 + const vec4 v467 = v432 + vec4(vec2(3,4),5,6); // 21, 24, 27, 20 + const vec4 v468 = v432 + vec4(3, vec2(4, 5),vec2(6,7)); // 21, 24, 27, 20 + const vec4 v469 = vec4(v468) + vec4(3) + v468 + vec4(s77.m3[2][0]); // 45, 51, 57, 43 + + const bool b8 = ss == ss; // true + + struct st6 { + vec3 v; + }; + + struct st5 { + int i; + float f; + st6 st66; + } st55; + + const st5 st551 = st5(2, 4.0, st6(vec3(7))); + const st5 st552 = st5(2, 4.0, st6(vec3(7))); + + const bool b10 = st551 == st552; // true + + const bool b11 = st551.st66 == st552.st66; // true + + const st5 st553 = st5(2, 4.0, st6(vec3(8))); + + const bool b12 = st551.st66 == st553.st66; // false + const bool b13 = st551 == st553; // false + + const bool b14 = st551 != st552; // false + const bool b15 = st551.st66 != st552.st66; // false + const bool b16 = st551.st66 != st553.st66; // true + const bool b17 = st551 != st553; // true + + const bool b18 = s22.bv4 != b424; // false + const bool b19 = i420 != i420; // false + const bool b20 = i420 != i445; // true + const bool b21 = v420 != v420; // false + const bool b22 = m430 != m434; // false + + const int int10 = i420.xy.y; // 8 + + //float f = v470.x; + + + + const int int13 = -ss.i; + + const vec4 v474 = -vec4(0.5); + + int int14 = ii++; + int array[3]; + array[2]; + + const vec4 v478 = v466 * 2.0; // 42, 48, 54, 40 + + const vec4 v479 = iiConst > 1 ? v466 : v478; // 21, 24, 27, 20 + + const struct st7 { + int i; + bool b; + } st77 = st7(ss.i, true); + + const vec4 v481 = vec4(st77.i); + + const struct st8 { + int i; + } ; + + + const struct st9 { + s2 ss; + } st99 = st9(s22); + + const vec3 v312 = st99.ss.v3; // 9, 10, 11 + const vec4 v482 = mat4(1)[0]; // 1, 0, 0 , 0 + + const mat4 m450 = mat4(ss.i); // mat4(4) + const mat4 m451 = mat4(b20); // mat4(1) + const mat4 m452 = mat4(st77.b); // mat4(1) + + const vec4 v483 = vec4(vec4(3).x); // 3,3,3,3 + const mat4 m453 = mat4(vec4(5).x); // mat5(5) + + const vec4 v484 = vec4(mat4(6)[1]); // 0,6,0,0 + const mat4 m454 = mat4(mat4(6)[1][1]); // mat4(6) + + const vec4 v485 = vec4(st7(8, true).b); // 1,1,1,1 + + const vec4 v487 = vec4(vec4(12, 13, 14, 15).ab, 12, 14); + + int i20 = ss.i; + const vec4 v489 = -vec4(7,8,9,5); // -7, -8, -9, -5 + + gl_Position = vec4(1); +} |