In SkSL tests, don't force opaque output
Requires tweaking one inliner test to avoid an Intel driver bug (on
ANGLE).
Bug: chromium:709351
Cq-Do-Not-Cancel-Tryjobs: true
Change-Id: I08fac938396d6b90805ba9650c7a520af888bc12
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/503819
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/resources/sksl/inliner/ForWithoutReturnInsideCanBeInlined.sksl b/resources/sksl/inliner/ForWithoutReturnInsideCanBeInlined.sksl
index 976fcd4..c707f55 100644
--- a/resources/sksl/inliner/ForWithoutReturnInsideCanBeInlined.sksl
+++ b/resources/sksl/inliner/ForWithoutReturnInsideCanBeInlined.sksl
@@ -1,9 +1,9 @@
uniform half4 colorGreen;
inline half4 loopy() {
- half4 result;
+ half4 result = colorGreen;
for (int x=0; x<4; ++x) {
- result[x] = colorGreen[x];
+ result *= colorGreen;
}
return result;
}
diff --git a/tests/SkSLTest.cpp b/tests/SkSLTest.cpp
index 8396f8c..c75c089 100644
--- a/tests/SkSLTest.cpp
+++ b/tests/SkSLTest.cpp
@@ -97,7 +97,7 @@
7, 8, 9});
set_uniform_array(&builder, "testArray", SkMakeSpan(kArray));
- sk_sp<SkShader> shader = builder.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/true);
+ sk_sp<SkShader> shader = builder.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/false);
if (!shader) {
ERRORF(r, "%s%s: Unable to build shader", testFile, permutationSuffix);
return;
diff --git a/tests/sksl/inliner/ForWithoutReturnInsideCanBeInlined.glsl b/tests/sksl/inliner/ForWithoutReturnInsideCanBeInlined.glsl
index 43f9170..3603a62 100644
--- a/tests/sksl/inliner/ForWithoutReturnInsideCanBeInlined.glsl
+++ b/tests/sksl/inliner/ForWithoutReturnInsideCanBeInlined.glsl
@@ -2,9 +2,9 @@
out vec4 sk_FragColor;
uniform vec4 colorGreen;
vec4 main() {
- vec4 _0_result;
+ vec4 _0_result = colorGreen;
for (int _1_x = 0;_1_x < 4; ++_1_x) {
- _0_result[_1_x] = colorGreen[_1_x];
+ _0_result *= colorGreen;
}
return _0_result;
}