| /* | 
 |  * Copyright 2016 Google Inc. | 
 |  * | 
 |  * Use of this source code is governed by a BSD-style license that can be | 
 |  * found in the LICENSE file. | 
 |  */ | 
 |  | 
 | #include "SkSLCompiler.h" | 
 |  | 
 | #include "Test.h" | 
 |  | 
 | #if SK_SUPPORT_GPU | 
 |  | 
 | // Note that the optimizer will aggressively kill dead code and substitute constants in place of | 
 | // variables, so we have to jump through a few hoops to ensure that the code in these tests has the | 
 | // necessary side-effects to remain live. In some cases we rely on the optimizer not (yet) being | 
 | // smart enough to optimize around certain constructs; as the optimizer gets smarter it will | 
 | // undoubtedly end up breaking some of these tests. That is a good thing, as long as the new code is | 
 | // equivalent! | 
 |  | 
 | static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings, | 
 |                  const char* expected, SkSL::Program::Inputs* inputs, | 
 |                  SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { | 
 |     SkSL::Compiler compiler; | 
 |     SkSL::String output; | 
 |     std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src), | 
 |                                                                      settings); | 
 |     if (!program) { | 
 |         SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str()); | 
 |     } | 
 |     REPORTER_ASSERT(r, program); | 
 |     *inputs = program->fInputs; | 
 |     REPORTER_ASSERT(r, compiler.toGLSL(*program, &output)); | 
 |     if (program) { | 
 |         SkSL::String skExpected(expected); | 
 |         if (output != skExpected) { | 
 |             SkDebugf("GLSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src, | 
 |                      expected, output.c_str()); | 
 |         } | 
 |         REPORTER_ASSERT(r, output == skExpected); | 
 |     } | 
 | } | 
 |  | 
 | static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps, | 
 |                  const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) { | 
 |     SkSL::Program::Settings settings; | 
 |     settings.fCaps = ∩︀ | 
 |     SkSL::Program::Inputs inputs; | 
 |     test(r, src, settings, expected, &inputs, kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLHelloWorld, r) { | 
 |     test(r, | 
 |          "void main() { sk_FragColor = float4(0.75); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(0.75);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLControl, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "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);" | 
 |          "for (int i = 0; i < 10; i++) {" | 
 |          "if (i % 2 == 1) break; else continue;" | 
 |          "}" | 
 |          "return;" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    if (sqrt(2.0) > 5.0) {\n" | 
 |          "        sk_FragColor = vec4(0.75);\n" | 
 |          "    } else {\n" | 
 |          "        discard;\n" | 
 |          "    }\n" | 
 |          "    int i = 0;\n" | 
 |          "    while (i < 10) {\n" | 
 |          "        sk_FragColor *= 0.5;\n" | 
 |          "        i++;\n" | 
 |          "    }\n" | 
 |          "    do {\n" | 
 |          "        sk_FragColor += 0.01;\n" | 
 |          "    } while (sk_FragColor.x < 0.75);\n" | 
 |          "    for (int i = 0;i < 10; i++) {\n" | 
 |          "        if (i % 2 == 1) break; else continue;\n" | 
 |          "    }\n" | 
 |          "    return;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | 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 = float4(x); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "float foo(float v[2]) {\n" | 
 |          "    return v[0] * v[1];\n" | 
 |          "}\n" | 
 |          "void bar(inout float x) {\n" | 
 |          "    float y[2], z;\n" | 
 |          "    y[0] = x;\n" | 
 |          "    y[1] = x * 2.0;\n" | 
 |          "    z = foo(y);\n" | 
 |          "    x = z;\n" | 
 |          "}\n" | 
 |          "void main() {\n" | 
 |          "    float x = 10.0;\n" | 
 |          "    bar(x);\n" | 
 |          "    sk_FragColor = vec4(x);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLOperators, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "float x = 1, y = 2;" | 
 |          "int z = 3;" | 
 |          "x = x - x + y * z * x * (y - z);" | 
 |          "y = x / y / z;" | 
 |          "z = (z / 2 % 3 << 4) >> 2 << 1;" | 
 |          "bool b = (x > 4) == x < 2 || 2 >= sqrt(2) && y <= z;" | 
 |          "x += 12;" | 
 |          "x -= 12;" | 
 |          "x *= y /= z = 10;" | 
 |          "b ||= false;" | 
 |          "b &&= true;" | 
 |          "b ^^= false;" | 
 |          "z |= 0;" | 
 |          "z &= -1;" | 
 |          "z ^= 0;" | 
 |          "z >>= 2;" | 
 |          "z <<= 4;" | 
 |          "z %= 5;" | 
 |          "x = (float2(sqrt(1)) , 6);" | 
 |          "z = (float2(sqrt(1)) , 6);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float x = 1.0, y = 2.0;\n" | 
 |          "    int z = 3;\n" | 
 |          "    x = -6.0;\n" | 
 |          "    y = -1.0;\n" | 
 |          "    z = 8;\n" | 
 |          "    bool b = false == true || 2.0 >= sqrt(2.0) && true;\n" | 
 |          "    x += 12.0;\n" | 
 |          "    x -= 12.0;\n" | 
 |          "    x *= (y /= float(z = 10));\n" | 
 |          "    b ||= false;\n" | 
 |          "    b &&= true;\n" | 
 |          "    b ^^= false;\n" | 
 |          "    z |= 0;\n" | 
 |          "    z &= -1;\n" | 
 |          "    z ^= 0;\n" | 
 |          "    z >>= 2;\n" | 
 |          "    z <<= 4;\n" | 
 |          "    z %= 5;\n" | 
 |          "    x = float((vec2(sqrt(1.0)) , 6));\n" | 
 |          "    z = (vec2(sqrt(1.0)) , 6);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLMatrices, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "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" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    mat3x4 z = mat2x4(1.0) * mat3x2(1.0, 0.0, 0.0, 1.0, vec2(2.0, 2.0));\n" | 
 |          "    vec3 v1 = mat3(1.0) * vec3(2.0);\n" | 
 |          "    vec3 v2 = vec3(2.0) * mat3(1.0);\n" | 
 |          "    sk_FragColor = vec4(z[0].x, v1 + v2);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLInterfaceBlock, r) { | 
 |     test(r, | 
 |          "uniform testBlock {" | 
 |          "half x;" | 
 |          "half y[2];" | 
 |          "layout(binding=12) half3x2 z;" | 
 |          "bool w;" | 
 |          "};" | 
 |          "void main() {" | 
 |          "    sk_FragColor = half4(x, y[0], y[1], 0);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform testBlock {\n" | 
 |          "    float x;\n" | 
 |          "    float[2] y;\n" | 
 |          "    layout (binding = 12) mat3x2 z;\n" | 
 |          "    bool w;\n" | 
 |          "};\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(x, y[0], y[1], 0.0);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "uniform testBlock {" | 
 |          "float x;" | 
 |          "} test;" | 
 |          "void main() {" | 
 |          "    sk_FragColor = half4(test.x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform testBlock {\n" | 
 |          "    float x;\n" | 
 |          "} test;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(test.x);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "uniform testBlock {" | 
 |          "float x;" | 
 |          "} test[2];" | 
 |          "void main() {" | 
 |          "    sk_FragColor = half4(test[1].x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform testBlock {\n" | 
 |          "    float x;\n" | 
 |          "} test[2];\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(test[1].x);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLStructs, r) { | 
 |     test(r, | 
 |          "struct A {" | 
 |          "int x;" | 
 |          "int y;" | 
 |          "} a1, a2;" | 
 |          "A a3;" | 
 |          "struct B {" | 
 |          "float x;" | 
 |          "float y[2];" | 
 |          "layout(binding=1) A z;" | 
 |          "};" | 
 |          "B b1, b2, b3;" | 
 |          "void main() {" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "struct A {\n" | 
 |          "    int x;\n" | 
 |          "    int y;\n" | 
 |          "} a1, a2;\n" | 
 |          "A a3;\n" | 
 |          "struct B {\n" | 
 |          "    float x;\n" | 
 |          "    float[2] y;\n" | 
 |          "    layout (binding = 1) A z;\n" | 
 |          "} b1, b2, b3;\n" | 
 |          "void main() {\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLVersion, r) { | 
 |     test(r, | 
 |          "in float test; void main() { sk_FragColor = float4(0.75); }", | 
 |          *SkSL::ShaderCapsFactory::Version450Core(), | 
 |          "#version 450 core\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "in float test;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(0.75);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "in float test; void main() { sk_FragColor = float4(0.75); }", | 
 |          *SkSL::ShaderCapsFactory::Version110(), | 
 |          "#version 110\n" | 
 |          "varying float test;\n" | 
 |          "void main() {\n" | 
 |          "    gl_FragColor = vec4(0.75);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLUsesPrecisionModifiers, r) { | 
 |     test(r, | 
 |          "void main() { half x = 0.75; float y = 1; x++; y++;" | 
 |          "sk_FragColor.rg = half2(x, y); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float x = 0.75;\n" | 
 |          "    float y = 1.0;\n" | 
 |          "    x++;\n" | 
 |          "    y++;\n" | 
 |          "    sk_FragColor.xy = vec2(x, y);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "void main() { half x = 0.75; float y = 1; x++; y++;" | 
 |          "sk_FragColor.rg = half2(x, y); }", | 
 |          *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), | 
 |          "#version 400\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    mediump float x = 0.75;\n" | 
 |          "    highp float y = 1.0;\n" | 
 |          "    x++;\n" | 
 |          "    y++;\n" | 
 |          "    sk_FragColor.xy = vec2(x, y);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLMinAbs, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "float x = -5;" | 
 |          "sk_FragColor.r = min(abs(x), 6);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = min(abs(-5.0), 6.0);\n" | 
 |          "}\n"); | 
 |  | 
 |     test(r, | 
 |          "void main() {" | 
 |          "float x = -5.0;" | 
 |          "sk_FragColor.r = min(abs(x), 6.0);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::CannotUseMinAndAbsTogether(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float minAbsHackVar0;\n" | 
 |          "    float minAbsHackVar1;\n" | 
 |          "    sk_FragColor.x = ((minAbsHackVar0 = abs(-5.0)) < (minAbsHackVar1 = 6.0) ? " | 
 |                                                                "minAbsHackVar0 : minAbsHackVar1);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLFractNegative, r) { | 
 |     static constexpr char input[] = | 
 |         "void main() {" | 
 |         "float x = -42.0;" | 
 |         "sk_FragColor.r = fract(x);" | 
 |         "}"; | 
 |     static constexpr char output_default[] = | 
 |         "#version 400\n" | 
 |         "out vec4 sk_FragColor;\n" | 
 |         "void main() {\n" | 
 |         "    sk_FragColor.x = fract(-42.0);\n" | 
 |         "}\n"; | 
 |     static constexpr char output_workaround[] = | 
 |         "#version 400\n" | 
 |         "out vec4 sk_FragColor;\n" | 
 |         "void main() {\n" | 
 |         "    sk_FragColor.x = (0.5 - sign(-42.0) * (0.5 - fract(abs(-42.0))));\n" | 
 |         "}\n"; | 
 |  | 
 |     test(r, input, *SkSL::ShaderCapsFactory::Default(), output_default); | 
 |     test(r, input, *SkSL::ShaderCapsFactory::CannotUseFractForNegativeValues(), output_workaround); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLNegatedAtan, r) { | 
 |     test(r, | 
 |          "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" | 
 |          "void main() {\n" | 
 |          "    vec2 x = vec2(sqrt(2.0));\n" | 
 |          "    sk_FragColor.x = atan(x.x, -x.y);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "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" | 
 |          "void main() {\n" | 
 |          "    vec2 x = vec2(sqrt(2.0));\n" | 
 |          "    sk_FragColor.x = atan(x.x, -1.0 * x.y);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLModifiersDeclaration, r) { | 
 |     test(r, | 
 |          "layout(blend_support_all_equations) out;" | 
 |          "layout(blend_support_all_equations) out;" | 
 |          "layout(blend_support_multiply) out;" | 
 |          "layout(blend_support_screen) out;" | 
 |          "layout(blend_support_overlay) out;" | 
 |          "layout(blend_support_darken) out;" | 
 |          "layout(blend_support_lighten) out;" | 
 |          "layout(blend_support_colordodge) out;" | 
 |          "layout(blend_support_colorburn) out;" | 
 |          "layout(blend_support_hardlight) out;" | 
 |          "layout(blend_support_softlight) out;" | 
 |          "layout(blend_support_difference) out;" | 
 |          "layout(blend_support_exclusion) out;" | 
 |          "layout(blend_support_hsl_hue) out;" | 
 |          "layout(blend_support_hsl_saturation) out;" | 
 |          "layout(blend_support_hsl_color) out;" | 
 |          "layout(blend_support_hsl_luminosity) out;" | 
 |          "void main() { }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "layout (blend_support_all_equations) out ;\n" | 
 |          "layout (blend_support_all_equations) out ;\n" | 
 |          "layout (blend_support_multiply) out ;\n" | 
 |          "layout (blend_support_screen) out ;\n" | 
 |          "layout (blend_support_overlay) out ;\n" | 
 |          "layout (blend_support_darken) out ;\n" | 
 |          "layout (blend_support_lighten) out ;\n" | 
 |          "layout (blend_support_colordodge) out ;\n" | 
 |          "layout (blend_support_colorburn) out ;\n" | 
 |          "layout (blend_support_hardlight) out ;\n" | 
 |          "layout (blend_support_softlight) out ;\n" | 
 |          "layout (blend_support_difference) out ;\n" | 
 |          "layout (blend_support_exclusion) out ;\n" | 
 |          "layout (blend_support_hsl_hue) out ;\n" | 
 |          "layout (blend_support_hsl_saturation) out ;\n" | 
 |          "layout (blend_support_hsl_color) out ;\n" | 
 |          "layout (blend_support_hsl_luminosity) out ;\n" | 
 |          "void main() {\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLHex, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "int i1 = 0x0;" | 
 |          "i1++;" | 
 |          "int i2 = 0x1234abcd;" | 
 |          "i2++;" | 
 |          "int i3 = 0x7fffffff;" | 
 |          "i3++;" | 
 |          "int i4 = 0xffffffff;" | 
 |          "i4++;" | 
 |          "int i5 = -0xbeef;" | 
 |          "i5++;" | 
 |          "uint u1 = 0x0;" | 
 |          "u1++;" | 
 |          "uint u2 = 0x1234abcd;" | 
 |          "u2++;" | 
 |          "uint u3 = 0x7fffffff;" | 
 |          "u3++;" | 
 |          "uint u4 = 0xffffffff;" | 
 |          "u4++;" | 
 |          "ushort u5 = 0xffff;" | 
 |          "u5++;" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    int i1 = 0;\n" | 
 |          "    i1++;\n" | 
 |          "    int i2 = 305441741;\n" | 
 |          "    i2++;\n" | 
 |          "    int i3 = 2147483647;\n" | 
 |          "    i3++;\n" | 
 |          "    int i4 = -1;\n" | 
 |          "    i4++;\n" | 
 |          "    int i5 = -48879;\n" | 
 |          "    i5++;\n" | 
 |          "    uint u1 = 0u;\n" | 
 |          "    u1++;\n" | 
 |          "    uint u2 = 305441741u;\n" | 
 |          "    u2++;\n" | 
 |          "    uint u3 = 2147483647u;\n" | 
 |          "    u3++;\n" | 
 |          "    uint u4 = 4294967295u;\n" | 
 |          "    u4++;\n" | 
 |          "    uint u5 = 65535u;\n" | 
 |          "    u5++;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLVectorConstructors, r) { | 
 |     test(r, | 
 |          "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" | 
 |          "vec2 v1 = vec2(1.0);\n" | 
 |          "vec2 v2 = vec2(1.0, 2.0);\n" | 
 |          "vec2 v3 = vec2(1.0);\n" | 
 |          "vec3 v4 = vec3(vec2(1.0), 1.0);\n" | 
 |          "ivec2 v5 = ivec2(1);\n" | 
 |          "ivec2 v6 = ivec2(vec2(1.0, 2.0));\n" | 
 |          "vec2 v7 = vec2(ivec2(1, 2));\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLArrayConstructors, r) { | 
 |     test(r, | 
 |          "float test1[] = float[](1, 2, 3, 4);" | 
 |          "float2 test2[] = float2[](float2(1, 2), float2(3, 4));" | 
 |          "float4x4 test3[] = float4x4[]();", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "float test1[] = float[](1.0, 2.0, 3.0, 4.0);\n" | 
 |          "vec2 test2[] = vec2[](vec2(1.0, 2.0), vec2(3.0, 4.0));\n" | 
 |          "mat4 test3[] = mat4[]();\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLDerivatives, r) { | 
 |     test(r, | 
 |          "void main() { sk_FragColor.r = dFdx(1); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = dFdx(1.0);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "void main() { sk_FragColor.r = 1; }", | 
 |          *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), | 
 |          "#version 400\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 1.0;\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "void main() { sk_FragColor.r = dFdx(1); }", | 
 |          *SkSL::ShaderCapsFactory::ShaderDerivativeExtensionString(), | 
 |          "#version 400\n" | 
 |          "#extension GL_OES_standard_derivatives : require\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = dFdx(1.0);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 |  | 
 | DEF_TEST(SkSLIntFolding, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "sk_FragColor.r = 32 + 2;" | 
 |          "sk_FragColor.r = 32 - 2;" | 
 |          "sk_FragColor.r = 32 * 2;" | 
 |          "sk_FragColor.r = 32 / 2;" | 
 |          "sk_FragColor.r = 12 | 6;" | 
 |          "sk_FragColor.r = 254 & 7;" | 
 |          "sk_FragColor.r = 2 ^ 7;" | 
 |          "sk_FragColor.r = 1 << 4;" | 
 |          "sk_FragColor.r = 128 >> 2;" | 
 |          "sk_FragColor.r = -1 == -1 ? 1 : -1;" | 
 |          "sk_FragColor.r = -1 == -2 ? 2 : -2;" | 
 |          "sk_FragColor.r = 0 != 1 ? 3 : -3;" | 
 |          "sk_FragColor.r = 0 != 0 ? 4 : -4;" | 
 |          "sk_FragColor.r = 6 > 5 ? 5 : -5;" | 
 |          "sk_FragColor.r = 6 > 6 ? 6 : -6;" | 
 |          "sk_FragColor.r = -1 < 0 ? 7 : -7;" | 
 |          "sk_FragColor.r = 1 < 0 ? 8 : -8;" | 
 |          "sk_FragColor.r = 6 >= 6 ? 9 : -9;" | 
 |          "sk_FragColor.r = 6 >= 7 ? 10 : -10;" | 
 |          "sk_FragColor.r = 6 <= 6 ? 11 : -11;" | 
 |          "sk_FragColor.r = 6 <= 5 ? 12 : -12;" | 
 |          "sk_FragColor.r = int(sqrt(1)) + 0;" | 
 |          "sk_FragColor.r = 0 + int(sqrt(2));" | 
 |          "sk_FragColor.r = int(sqrt(3)) - 0;" | 
 |          "sk_FragColor.r = int(sqrt(4)) * 0;" | 
 |          "sk_FragColor.r = int(sqrt(5)) * 1;" | 
 |          "sk_FragColor.r = 1 * int(sqrt(6));" | 
 |          "sk_FragColor.r = 0 * int(sqrt(7));" | 
 |          "sk_FragColor.r = int(sqrt(8)) / 1;" | 
 |          "sk_FragColor.r = 0 / int(sqrt(9));" | 
 |          "int x = int(sqrt(2));" | 
 |          "x += 1;" | 
 |          "x += 0;" | 
 |          "x -= 1;" | 
 |          "x -= 0;" | 
 |          "x *= 1;" | 
 |          "x *= 2;" | 
 |          "x /= 1;" | 
 |          "x /= 2;" | 
 |          "sk_FragColor.r = x;" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 34.0;\n" | 
 |          "    sk_FragColor.x = 30.0;\n" | 
 |          "    sk_FragColor.x = 64.0;\n" | 
 |          "    sk_FragColor.x = 16.0;\n" | 
 |          "    sk_FragColor.x = 14.0;\n" | 
 |          "    sk_FragColor.x = 6.0;\n" | 
 |          "    sk_FragColor.x = 5.0;\n" | 
 |          "    sk_FragColor.x = 16.0;\n" | 
 |          "    sk_FragColor.x = 32.0;\n" | 
 |          "    sk_FragColor.x = 1.0;\n" | 
 |          "    sk_FragColor.x = -2.0;\n" | 
 |          "    sk_FragColor.x = 3.0;\n" | 
 |          "    sk_FragColor.x = -4.0;\n" | 
 |          "    sk_FragColor.x = 5.0;\n" | 
 |          "    sk_FragColor.x = -6.0;\n" | 
 |          "    sk_FragColor.x = 7.0;\n" | 
 |          "    sk_FragColor.x = -8.0;\n" | 
 |          "    sk_FragColor.x = 9.0;\n" | 
 |          "    sk_FragColor.x = -10.0;\n" | 
 |          "    sk_FragColor.x = 11.0;\n" | 
 |          "    sk_FragColor.x = -12.0;\n" | 
 |          "    sk_FragColor.x = float(int(sqrt(1.0)));\n" | 
 |          "    sk_FragColor.x = float(int(sqrt(2.0)));\n" | 
 |          "    sk_FragColor.x = float(int(sqrt(3.0)));\n" | 
 |          "    sk_FragColor.x = 0.0;\n" | 
 |          "    sk_FragColor.x = float(int(sqrt(5.0)));\n" | 
 |          "    sk_FragColor.x = float(int(sqrt(6.0)));\n" | 
 |          "    sk_FragColor.x = 0.0;\n" | 
 |          "    sk_FragColor.x = float(int(sqrt(8.0)));\n" | 
 |          "    sk_FragColor.x = 0.0;\n" | 
 |          "    int x = int(sqrt(2.0));\n" | 
 |          "    x += 1;\n" | 
 |          "    x -= 1;\n" | 
 |          "    x *= 2;\n" | 
 |          "    x /= 2;\n" | 
 |          "    sk_FragColor.x = float(x);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLFloatFolding, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "sk_FragColor.r = 32.0 + 2.0;" | 
 |          "sk_FragColor.r = 32.0 - 2.0;" | 
 |          "sk_FragColor.r = 32.0 * 2.0;" | 
 |          "sk_FragColor.r = 32.0 / 2.0;" | 
 |          "sk_FragColor.r = (12 > 2.0) ? (10 * 2 / 5 + 18 - 3) : 0;" | 
 |          "sk_FragColor.r = 0.0 == 0.0 ? 1 : -1;" | 
 |          "sk_FragColor.r = 0.0 == 1.0 ? 2 : -2;" | 
 |          "sk_FragColor.r = 0.0 != 1.0 ? 3 : -3;" | 
 |          "sk_FragColor.r = 0.0 != 0.0 ? 4 : -4;" | 
 |          "sk_FragColor.r = 6.0 > 5.0 ? 5 : -5;" | 
 |          "sk_FragColor.r = 6.0 > 6.0 ? 6 : -6;" | 
 |          "sk_FragColor.r = 6.0 >= 6.0 ? 7 : -7;" | 
 |          "sk_FragColor.r = 6.0 >= 7.0 ? 8 : -8;" | 
 |          "sk_FragColor.r = 5.0 < 6.0 ? 9 : -9;" | 
 |          "sk_FragColor.r = 6.0 < 6.0 ? 10 : -10;" | 
 |          "sk_FragColor.r = 6.0 <= 6.0 ? 11 : -11;" | 
 |          "sk_FragColor.r = 6.0 <= 5.0 ? 12 : -12;" | 
 |          "sk_FragColor.r = sqrt(1) + 0;" | 
 |          "sk_FragColor.r = 0 + sqrt(2);" | 
 |          "sk_FragColor.r = sqrt(3) - 0;" | 
 |          "sk_FragColor.r = sqrt(4) * 0;" | 
 |          "sk_FragColor.r = sqrt(5) * 1;" | 
 |          "sk_FragColor.r = 1 * sqrt(6);" | 
 |          "sk_FragColor.r = 0 * sqrt(7);" | 
 |          "sk_FragColor.r = sqrt(8) / 1;" | 
 |          "sk_FragColor.r = 0 / sqrt(9);" | 
 |          "sk_FragColor.r += 1;" | 
 |          "sk_FragColor.r += 0;" | 
 |          "sk_FragColor.r -= 1;" | 
 |          "sk_FragColor.r -= 0;" | 
 |          "sk_FragColor.r *= 1;" | 
 |          "sk_FragColor.r *= 2;" | 
 |          "sk_FragColor.r /= 1;" | 
 |          "sk_FragColor.r /= 2;" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 34.0;\n" | 
 |          "    sk_FragColor.x = 30.0;\n" | 
 |          "    sk_FragColor.x = 64.0;\n" | 
 |          "    sk_FragColor.x = 16.0;\n" | 
 |          "    sk_FragColor.x = 19.0;\n" | 
 |          "    sk_FragColor.x = 1.0;\n" | 
 |          "    sk_FragColor.x = -2.0;\n" | 
 |          "    sk_FragColor.x = 3.0;\n" | 
 |          "    sk_FragColor.x = -4.0;\n" | 
 |          "    sk_FragColor.x = 5.0;\n" | 
 |          "    sk_FragColor.x = -6.0;\n" | 
 |          "    sk_FragColor.x = 7.0;\n" | 
 |          "    sk_FragColor.x = -8.0;\n" | 
 |          "    sk_FragColor.x = 9.0;\n" | 
 |          "    sk_FragColor.x = -10.0;\n" | 
 |          "    sk_FragColor.x = 11.0;\n" | 
 |          "    sk_FragColor.x = -12.0;\n" | 
 |          "    sk_FragColor.x = sqrt(1.0);\n" | 
 |          "    sk_FragColor.x = sqrt(2.0);\n" | 
 |          "    sk_FragColor.x = sqrt(3.0);\n" | 
 |          "    sk_FragColor.x = 0.0;\n" | 
 |          "    sk_FragColor.x = sqrt(5.0);\n" | 
 |          "    sk_FragColor.x = sqrt(6.0);\n" | 
 |          "    sk_FragColor.x = 0.0;\n" | 
 |          "    sk_FragColor.x = sqrt(8.0);\n" | 
 |          "    sk_FragColor.x = 0.0;\n" | 
 |          "    sk_FragColor.x += 1.0;\n" | 
 |          "    sk_FragColor.x -= 1.0;\n" | 
 |          "    sk_FragColor.x *= 2.0;\n" | 
 |          "    sk_FragColor.x /= 2.0;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLBoolFolding, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "sk_FragColor.r = 1 == 1 || 2 == 8 ? 1 : -1;" | 
 |          "sk_FragColor.r = 1 > 1 || 2 == 8 ? 2 : -2;" | 
 |          "sk_FragColor.r = 1 == 1 && 2 <= 8 ? 3 : -3;" | 
 |          "sk_FragColor.r = 1 == 2 && 2 == 8 ? 4 : -4;" | 
 |          "sk_FragColor.r = 1 == 1 ^^ 1 != 1 ? 5 : -5;" | 
 |          "sk_FragColor.r = 1 == 1 ^^ 1 == 1 ? 6 : -6;" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 1.0;\n" | 
 |          "    sk_FragColor.x = -2.0;\n" | 
 |          "    sk_FragColor.x = 3.0;\n" | 
 |          "    sk_FragColor.x = -4.0;\n" | 
 |          "    sk_FragColor.x = 5.0;\n" | 
 |          "    sk_FragColor.x = -6.0;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLVecFolding, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "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" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 0.5;\n" | 
 |          "    sk_FragColor = vec4(6.0, 7.0, 9.0, 11.0);\n" | 
 |          "    sk_FragColor = vec4(7.0, 9.0, 9.0, 9.0);\n" | 
 |          "    sk_FragColor = vec4(2.0, 4.0, 6.0, 8.0);\n" | 
 |          "    sk_FragColor = vec4(12.0, 6.0, 4.0, 3.0);\n" | 
 |          "    sk_FragColor.x = 6.0;\n" | 
 |          "    sk_FragColor.x = 1.0;\n" | 
 |          "    sk_FragColor.x = -2.0;\n" | 
 |          "    sk_FragColor.x = 3.0;\n" | 
 |          "    sk_FragColor.x = 4.0;\n" | 
 |          "    sk_FragColor.x = -5.0;\n" | 
 |          "    sk_FragColor.x = 6.0;\n" | 
 |          "    sk_FragColor.x = 7.0;\n" | 
 |          "    sk_FragColor.x = -8.0;\n" | 
 |          "    sk_FragColor.x = 9.0;\n" | 
 |          "    sk_FragColor.x = -10.0;\n" | 
 |          "    sk_FragColor = vec4(sqrt(1.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(2.0));\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(sqrt(6.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(7.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(8.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(9.0));\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(sqrt(12.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(13.0));\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(sqrt(16.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(17.0));\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "    sk_FragColor = vec4(sqrt(19.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(19.5));\n" | 
 |          "    sk_FragColor = vec4(sqrt(20.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(21.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(22.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(23.0));\n" | 
 |          "    sk_FragColor = vec4(sqrt(24.0));\n" | 
 |          "    sk_FragColor += vec4(1.0);\n" | 
 |          "    sk_FragColor -= vec4(1.0);\n" | 
 |          "    sk_FragColor *= vec4(2.0);\n" | 
 |          "    sk_FragColor /= vec4(2.0);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLMatFolding, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "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" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 1.0;\n" | 
 |          "    sk_FragColor.x = -2.0;\n" | 
 |          "    sk_FragColor.x = 3.0;\n" | 
 |          "    sk_FragColor.x = -4.0;\n" | 
 |          "    sk_FragColor.x = 5.0;\n" | 
 |          "    sk_FragColor.x = -6.0;\n" | 
 |          "    sk_FragColor.x = 7.0;\n" | 
 |          "    sk_FragColor.x = -8.0;\n" | 
 |          "    sk_FragColor.x = 9.0;\n" | 
 |          "    sk_FragColor.x = 10.0;\n" | 
 |          "    sk_FragColor.x = 11.0;\n" | 
 |          "    sk_FragColor.x = 12.0;\n" | 
 |          "    sk_FragColor.x = 13.0;\n" | 
 |          "    sk_FragColor.x = 14.0;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLConstantIf, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "int x;" | 
 |          "if (true) x = 1;" | 
 |          "if (2 > 1) x = 2; else x = 3;" | 
 |          "if (1 > 2) x = 4; else x = 5;" | 
 |          "if (false) x = 6;" | 
 |          "sk_FragColor.r = x;" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.x = 5.0;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLCaps, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "int x = 0;" | 
 |          "int y = 0;" | 
 |          "int z = 0;" | 
 |          "int w = 0;" | 
 |          "if (sk_Caps.externalTextureSupport) x = 1;" | 
 |          "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 = half4(x, y, z, w);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::VariousCaps(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(1.0, 0.0, 1.0, 0.0);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLTexture, r) { | 
 |     test(r, | 
 |          "uniform sampler1D one;" | 
 |          "uniform sampler2D two;" | 
 |          "void main() {" | 
 |          "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 = half4(a.x, b.x, c.x, d.x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform sampler1D one;\n" | 
 |          "uniform sampler2D two;\n" | 
 |          "void main() {\n" | 
 |          "    vec4 a = texture(one, 0.0);\n" | 
 |          "    vec4 b = texture(two, vec2(0.0));\n" | 
 |          "    vec4 c = textureProj(one, vec2(0.0));\n" | 
 |          "    vec4 d = textureProj(two, vec3(0.0));\n" | 
 |          "    sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "uniform sampler1D one;" | 
 |          "uniform sampler2D two;" | 
 |          "void main() {" | 
 |          "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 = half4(a.x, b.x, c.x, d.x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Version110(), | 
 |          "#version 110\n" | 
 |          "uniform sampler1D one;\n" | 
 |          "uniform sampler2D two;\n" | 
 |          "void main() {\n" | 
 |          "    vec4 a = texture1D(one, 0.0);\n" | 
 |          "    vec4 b = texture2D(two, vec2(0.0));\n" | 
 |          "    vec4 c = texture1DProj(one, vec2(0.0));\n" | 
 |          "    vec4 d = texture2DProj(two, vec3(0.0));\n" | 
 |          "    gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLSharpen, r) { | 
 |     SkSL::Program::Settings settings; | 
 |     settings.fSharpenTextures = true; | 
 |     sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default(); | 
 |     settings.fCaps = caps.get(); | 
 |     SkSL::Program::Inputs inputs; | 
 |     test(r, | 
 |          "uniform sampler1D one;" | 
 |          "uniform sampler2D two;" | 
 |          "void main() {" | 
 |          "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 = half4(a.x, b.x, c.x, d.x);" | 
 |          "}", | 
 |          settings, | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform sampler1D one;\n" | 
 |          "uniform sampler2D two;\n" | 
 |          "void main() {\n" | 
 |          "    vec4 a = texture(one, 0.0, -0.5);\n" | 
 |          "    vec4 b = texture(two, vec2(0.0), -0.5);\n" | 
 |          "    vec4 c = textureProj(one, vec2(0.0), -0.5);\n" | 
 |          "    vec4 d = textureProj(two, vec3(0.0), -0.5);\n" | 
 |          "    sk_FragColor = vec4(a.x, b.x, c.x, d.x);\n" | 
 |          "}\n", | 
 |          &inputs); | 
 |  | 
 |     caps = SkSL::ShaderCapsFactory::Version110(); | 
 |     settings.fCaps = caps.get(); | 
 |     test(r, | 
 |          "uniform sampler1D one;" | 
 |          "uniform sampler2D two;" | 
 |          "void main() {" | 
 |          "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 = half4(a.x, b.x, c.x, d.x);" | 
 |          "}", | 
 |          settings, | 
 |          "#version 110\n" | 
 |          "uniform sampler1D one;\n" | 
 |          "uniform sampler2D two;\n" | 
 |          "void main() {\n" | 
 |          "    vec4 a = texture1D(one, 0.0, -0.5);\n" | 
 |          "    vec4 b = texture2D(two, vec2(0.0), -0.5);\n" | 
 |          "    vec4 c = texture1DProj(one, vec2(0.0), -0.5);\n" | 
 |          "    vec4 d = texture2DProj(two, vec3(0.0), -0.5);\n" | 
 |          "    gl_FragColor = vec4(a.x, b.x, c.x, d.x);\n" | 
 |          "}\n", | 
 |          &inputs); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLOffset, r) { | 
 |     test(r, | 
 |          "struct Test {" | 
 |          "layout(offset = 0) int x;" | 
 |          "layout(offset = 4) int y;" | 
 |          "int z;" | 
 |          "} test;", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "struct Test {\n" | 
 |          "    layout (offset = 0) int x;\n" | 
 |          "    layout (offset = 4) int y;\n" | 
 |          "    int z;\n" | 
 |          "} test;\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLFragCoord, r) { | 
 |     SkSL::Program::Settings settings; | 
 |     settings.fFlipY = true; | 
 |     sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::FragCoordsOld(); | 
 |     settings.fCaps = caps.get(); | 
 |     SkSL::Program::Inputs inputs; | 
 |     test(r, | 
 |          "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", | 
 |          settings, | 
 |          "#version 110\n" | 
 |          "#extension GL_ARB_fragment_coord_conventions : require\n" | 
 |          "layout(origin_upper_left) in vec4 gl_FragCoord;\n" | 
 |          "void main() {\n" | 
 |          "    gl_FragColor.xy = gl_FragCoord.xy;\n" | 
 |          "}\n", | 
 |          &inputs); | 
 |     REPORTER_ASSERT(r, !inputs.fRTHeight); | 
 |  | 
 |     caps = SkSL::ShaderCapsFactory::FragCoordsNew(); | 
 |     settings.fCaps = caps.get(); | 
 |     test(r, | 
 |          "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", | 
 |          settings, | 
 |          "#version 400\n" | 
 |          "layout(origin_upper_left) in vec4 gl_FragCoord;\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.xy = gl_FragCoord.xy;\n" | 
 |          "}\n", | 
 |          &inputs); | 
 |     REPORTER_ASSERT(r, !inputs.fRTHeight); | 
 |  | 
 |     caps = SkSL::ShaderCapsFactory::Default(); | 
 |     settings.fCaps = caps.get(); | 
 |     test(r, | 
 |          "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", | 
 |          settings, | 
 |          "#version 400\n" | 
 |          "uniform float u_skRTHeight;\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    vec2 _sktmpCoord = gl_FragCoord.xy;\n" | 
 |          "    vec4 sk_FragCoord = vec4(_sktmpCoord.x, u_skRTHeight - _sktmpCoord.y, 1.0, 1.0);\n" | 
 |          "    sk_FragColor.xy = sk_FragCoord.xy;\n" | 
 |          "}\n", | 
 |          &inputs); | 
 |     REPORTER_ASSERT(r, inputs.fRTHeight); | 
 |  | 
 |     settings.fFlipY = false; | 
 |     test(r, | 
 |          "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", | 
 |          settings, | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor.xy = gl_FragCoord.xy;\n" | 
 |          "}\n", | 
 |          &inputs); | 
 |     REPORTER_ASSERT(r, !inputs.fRTHeight); | 
 |  | 
 |     test(r, | 
 |          "in float4 pos; void main() { sk_Position = pos; }", | 
 |          *SkSL::ShaderCapsFactory::CannotUseFragCoord(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragCoord_Workaround;\n" | 
 |          "in vec4 pos;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragCoord_Workaround = (gl_Position = pos);\n" | 
 |          "}\n", | 
 |          SkSL::Program::kVertex_Kind); | 
 |  | 
 |     test(r, | 
 |          "in uniform float4 sk_RTAdjust; in float4 pos; void main() { sk_Position = pos; }", | 
 |          *SkSL::ShaderCapsFactory::CannotUseFragCoord(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragCoord_Workaround;\n" | 
 |          "in uniform vec4 sk_RTAdjust;\n" | 
 |          "in vec4 pos;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragCoord_Workaround = (gl_Position = pos);\n" | 
 |          "    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw," | 
 |                                 " 0.0, gl_Position.w);\n" | 
 |          "}\n", | 
 |          SkSL::Program::kVertex_Kind); | 
 |  | 
 |     test(r, | 
 |          "void main() { sk_FragColor.xy = sk_FragCoord.xy; }", | 
 |          *SkSL::ShaderCapsFactory::CannotUseFragCoord(), | 
 |          "#version 400\n" | 
 |          "in vec4 sk_FragCoord_Workaround;\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;\n" | 
 |          "    vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * " | 
 |               "sk_FragCoord_InvW, sk_FragCoord_InvW);\n" | 
 |          "    sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);\n" | 
 |          "    sk_FragColor.xy = sk_FragCoord_Resolved.xy;\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLVertexID, r) { | 
 |     test(r, | 
 |          "out int id; void main() { id = sk_VertexID; }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out int id;\n" | 
 |          "void main() {\n" | 
 |          "    id = gl_VertexID;\n" | 
 |          "}\n", | 
 |          SkSL::Program::kVertex_Kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLInstanceID, r) { | 
 |     test(r, | 
 |          "out int id; void main() { id = sk_InstanceID; }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out int id;\n" | 
 |          "void main() {\n" | 
 |          "    id = gl_InstanceID;\n" | 
 |          "}\n", | 
 |          SkSL::Program::kVertex_Kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLClipDistance, r) { | 
 |     test(r, | 
 |          "void main() { sk_ClipDistance[0] = 0; }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "void main() {\n" | 
 |          "    gl_ClipDistance[0] = 0.0;\n" | 
 |          "}\n", | 
 |          SkSL::Program::kVertex_Kind); | 
 |     test(r, | 
 |          "void main() { sk_FragColor = half4(sk_ClipDistance[0]); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(gl_ClipDistance[0]);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLArrayTypes, r) { | 
 |     test(r, | 
 |          "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" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(vec2[2](vec2(1.0), vec2(2.0))[0], " | 
 |                                  "vec2[2](vec2(3.0), vec2(4.0))[1]);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLArrayIndexTypes, r) { | 
 |     test(r, | 
 |          "void main() { float array[4] = float[4](1, 2, 3, 4);" | 
 |          "short x = 0; ushort y = 1; int z = 2; uint w = 3;" | 
 |          "sk_FragColor = float4(array[x], array[y], array[z], array[w]); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(float[4](1.0, 2.0, 3.0, 4.0)[0], " | 
 |                                  "float[4](1.0, 2.0, 3.0, 4.0)[1], " | 
 |                                  "float[4](1.0, 2.0, 3.0, 4.0)[2], " | 
 |                                  "float[4](1.0, 2.0, 3.0, 4.0)[3]);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLGeometry, r) { | 
 |     test(r, | 
 |          "layout(points) in;" | 
 |          "layout(invocations = 2) in;" | 
 |          "layout(line_strip, max_vertices = 2) out;" | 
 |          "void main() {" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "EndPrimitive();" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::GeometryShaderSupport(), | 
 |          "#version 400\n" | 
 |          "layout (points) in ;\n" | 
 |          "layout (invocations = 2) in ;\n" | 
 |          "layout (line_strip, max_vertices = 2) out ;\n" | 
 |          "void main() {\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" | 
 |          "    EmitVertex();\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" | 
 |          "    EmitVertex();\n" | 
 |          "    EndPrimitive();\n" | 
 |          "}\n", | 
 |          SkSL::Program::kGeometry_Kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLSwitch, r) { | 
 |     // basic "does a switch even work" test | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x;" | 
 |          "    switch (int(sqrt(1))) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "            break;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "            break;" | 
 |          "        default:" | 
 |          "            x = 2.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = float4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float x;\n" | 
 |          "    switch (int(sqrt(1.0))) {\n" | 
 |          "        case 0:\n" | 
 |          "            x = 0.0;\n" | 
 |          "            break;\n" | 
 |          "        case 1:\n" | 
 |          "            x = 1.0;\n" | 
 |          "            break;\n" | 
 |          "        default:\n" | 
 |          "            x = 2.0;\n" | 
 |          "    }\n" | 
 |          "    sk_FragColor = vec4(x);\n" | 
 |          "}\n"); | 
 |     // dead code inside of switch | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x;" | 
 |          "    switch (int(sqrt(2))) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "        default:" | 
 |          "            x = 2.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    switch (int(sqrt(2.0))) {\n" | 
 |          "        case 0:\n" | 
 |          "            ;\n" | 
 |          "        case 1:\n" | 
 |          "            ;\n" | 
 |          "        default:\n" | 
 |          "            ;\n" | 
 |          "    }\n" | 
 |          "    sk_FragColor = vec4(2.0);\n" | 
 |          "}\n"); | 
 |     // non-static test w/ fallthrough | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x = 0.0;" | 
 |          "    switch (int(sqrt(3))) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float x = 0.0;\n" | 
 |          "    switch (int(sqrt(3.0))) {\n" | 
 |          "        case 0:\n" | 
 |          "            x = 0.0;\n" | 
 |          "        case 1:\n" | 
 |          "            x = 1.0;\n" | 
 |          "    }\n" | 
 |          "    sk_FragColor = vec4(x);\n" | 
 |          "}\n"); | 
 |     // static test w/ fallthrough | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x = 0.0;" | 
 |          "    switch (0) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(1.0);\n" | 
 |          "}\n"); | 
 |     // static test w/ fallthrough, different entry point | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x = 0.0;" | 
 |          "    switch (1) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(1.0);\n" | 
 |          "}\n"); | 
 |     // static test w/ break | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x = 0.0;" | 
 |          "    switch (0) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "            break;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "}\n"); | 
 |     // static test w/ static conditional break | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x = 0.0;" | 
 |          "    switch (0) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "            if (x < 1) break;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(0.0);\n" | 
 |          "}\n"); | 
 |     // static test w/ non-static conditional break | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    float x = 0.0;" | 
 |          "    switch (0) {" | 
 |          "        case 0:" | 
 |          "            x = 0.0;" | 
 |          "            if (x < sqrt(1)) break;" | 
 |          "        case 1:" | 
 |          "            x = 1.0;" | 
 |          "    }" | 
 |          "    sk_FragColor = half4(x);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float x = 0.0;\n" | 
 |          "    switch (0) {\n" | 
 |          "        case 0:\n" | 
 |          "            x = 0.0;\n" | 
 |          "            if (0.0 < sqrt(1.0)) break;\n" | 
 |          "        case 1:\n" | 
 |          "            x = 1.0;\n" | 
 |          "    }\n" | 
 |          "    sk_FragColor = vec4(x);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLRectangleTexture, r) { | 
 |     test(r, | 
 |          "uniform sampler2D test;" | 
 |          "void main() {" | 
 |          "    sk_FragColor = texture(test, float2(0.5));" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform sampler2D test;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = texture(test, vec2(0.5));\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "uniform sampler2DRect test;" | 
 |          "void main() {" | 
 |          "    sk_FragColor = texture(test, float2(0.5));" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform sampler2DRect test;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = texture(test, textureSize(test) * vec2(0.5));\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "uniform sampler2DRect test;" | 
 |          "void main() {" | 
 |          "    sk_FragColor = texture(test, float3(0.5));" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform sampler2DRect test;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = texture(test, vec3(textureSize(test), 1.0) * vec3(0.5));\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLUnusedVars, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "float a = 1, b = 2, c = 3;" | 
 |          "float d = c;" | 
 |          "float e = d;" | 
 |          "b++;" | 
 |          "d++;" | 
 |          "sk_FragColor = float4(b, b, d, d);" | 
 |          "}", | 
 |         *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float b = 2.0;\n" | 
 |          "    float d = 3.0;\n" | 
 |          "    b++;\n" | 
 |          "    d++;\n" | 
 |          "    sk_FragColor = vec4(b, b, d, d);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLMultipleAssignments, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "float x;" | 
 |          "float y;" | 
 |          "int z;" | 
 |          "x = y = z = 1;" | 
 |          "sk_FragColor = float4(z);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(1.0);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLComplexDelete, r) { | 
 |     test(r, | 
 |          "uniform float4x4 colorXform;" | 
 |          "uniform sampler2D sampler;" | 
 |          "void main() {" | 
 |          "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" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "uniform mat4 colorXform;\n" | 
 |          "uniform sampler2D sampler;\n" | 
 |          "void main() {\n" | 
 |          "    vec4 tmpColor;\n" | 
 |          "    sk_FragColor = (tmpColor = texture(sampler, vec2(1.0)) , colorXform != mat4(1.0) ? " | 
 |          "vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : " | 
 |          "tmpColor);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLDependentInitializers, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "float x = 0.5, y = x * 2;" | 
 |          "sk_FragColor = float4(y);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(1.0);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLDeadLoopVar, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "for (int x = 0; x < 4; ) {" | 
 |          "break;" | 
 |          "}" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    for (; true; ) {\n" | 
 |          "        break;\n" | 
 |          "    }\n" | 
 |          "}\n" | 
 |          ); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLGeometryShaders, r) { | 
 |     test(r, | 
 |          "layout(points) in;" | 
 |          "layout(invocations = 2) in;" | 
 |          "layout(line_strip, max_vertices = 2) out;" | 
 |          "void test() {" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "}" | 
 |          "void main() {" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::NoGSInvocationsSupport(), | 
 |          "#version 400\n" | 
 |          "int sk_InvocationID;\n" | 
 |          "layout (points) in ;\n" | 
 |          "layout (line_strip, max_vertices = 4) out ;\n" | 
 |          "void test() {\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(sk_InvocationID));\n" | 
 |          "    EmitVertex();\n" | 
 |          "}\n" | 
 |          "void _invoke() {\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(sk_InvocationID));\n" | 
 |          "    EmitVertex();\n" | 
 |          "}\n" | 
 |          "void main() {\n" | 
 |          "    for (sk_InvocationID = 0;sk_InvocationID < 2; sk_InvocationID++) {\n" | 
 |          "        _invoke();\n" | 
 |          "        EndPrimitive();\n" | 
 |          "    }\n" | 
 |          "}\n", | 
 |          SkSL::Program::kGeometry_Kind); | 
 |     test(r, | 
 |          "layout(points, invocations = 2) in;" | 
 |          "layout(invocations = 3) in;" | 
 |          "layout(line_strip, max_vertices = 2) out;" | 
 |          "void main() {" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "EndPrimitive();" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::GSInvocationsExtensionString(), | 
 |          "#version 400\n" | 
 |          "#extension GL_ARB_gpu_shader5 : require\n" | 
 |          "layout (points, invocations = 2) in ;\n" | 
 |          "layout (invocations = 3) in ;\n" | 
 |          "layout (line_strip, max_vertices = 2) out ;\n" | 
 |          "void main() {\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" | 
 |          "    EmitVertex();\n" | 
 |          "    EndPrimitive();\n" | 
 |          "}\n", | 
 |          SkSL::Program::kGeometry_Kind); | 
 |     test(r, | 
 |          "layout(points, invocations = 2) in;" | 
 |          "layout(invocations = 3) in;" | 
 |          "layout(line_strip, max_vertices = 2) out;" | 
 |          "void main() {" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "EndPrimitive();" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::GeometryShaderExtensionString(), | 
 |          "#version 310es\n" | 
 |          "#extension GL_EXT_geometry_shader : require\n" | 
 |          "layout (points, invocations = 2) in ;\n" | 
 |          "layout (invocations = 3) in ;\n" | 
 |          "layout (line_strip, max_vertices = 2) out ;\n" | 
 |          "void main() {\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" | 
 |          "    EmitVertex();\n" | 
 |          "    EndPrimitive();\n" | 
 |          "}\n", | 
 |          SkSL::Program::kGeometry_Kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLTypePrecision, r) { | 
 |     test(r, | 
 |          "float f = 1;" | 
 |          "half h = 2;" | 
 |          "double d = 3;" | 
 |          "float2 f2 = float2(1, 2);" | 
 |          "half3 h3 = half3(1, 2, 3);" | 
 |          "double4 d4 = double4(1, 2, 3, 4);" | 
 |          "float2x2 f22 = float2x2(1, 2, 3, 4);" | 
 |          "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);" | 
 |          "double4x2 d42 = double4x2(1, 2, 3, 4, 5, 6, 7, 8);", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "float f = 1.0;\n" | 
 |          "float h = 2.0;\n" | 
 |          "double d = 3.0;\n" | 
 |          "vec2 f2 = vec2(1.0, 2.0);\n" | 
 |          "vec3 h3 = vec3(1.0, 2.0, 3.0);\n" | 
 |          "dvec4 d4 = dvec4(1.0, 2.0, 3.0, 4.0);\n" | 
 |          "mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" | 
 |          "mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n" | 
 |          "dmat4x2 d42 = dmat4x2(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"); | 
 |     test(r, | 
 |          "float f = 1;" | 
 |          "half h = 2;" | 
 |          "float2 f2 = float2(1, 2);" | 
 |          "half3 h3 = half3(1, 2, 3);" | 
 |          "float2x2 f22 = float2x2(1, 2, 3, 4);" | 
 |          "half2x4 h24 = half2x4(1, 2, 3, 4, 5, 6, 7, 8);", | 
 |          *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), | 
 |          "#version 400\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "highp float f = 1.0;\n" | 
 |          "mediump float h = 2.0;\n" | 
 |          "highp vec2 f2 = vec2(1.0, 2.0);\n" | 
 |          "mediump vec3 h3 = vec3(1.0, 2.0, 3.0);\n" | 
 |          "highp mat2 f22 = mat2(1.0, 2.0, 3.0, 4.0);\n" | 
 |          "mediump mat2x4 h24 = mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLNumberConversions, r) { | 
 |     test(r, | 
 |          "short s = short(sqrt(1));" | 
 |          "int i = int(sqrt(1));" | 
 |          "ushort us = ushort(sqrt(1));" | 
 |          "uint ui = uint(sqrt(1));" | 
 |          "half h = sqrt(1);" | 
 |          "float f = sqrt(1);" | 
 |          "short s2s = s;" | 
 |          "short i2s = i;" | 
 |          "short us2s = short(us);" | 
 |          "short ui2s = short(ui);" | 
 |          "short h2s = short(h);" | 
 |          "short f2s = short(f);" | 
 |          "int s2i = s;" | 
 |          "int i2i = i;" | 
 |          "int us2i = int(us);" | 
 |          "int ui2i = int(ui);" | 
 |          "int h2i = int(h);" | 
 |          "int f2i = int(f);" | 
 |          "ushort s2us = ushort(s);" | 
 |          "ushort i2us = ushort(i);" | 
 |          "ushort us2us = us;" | 
 |          "ushort ui2us = ui;" | 
 |          "ushort h2us = ushort(h);" | 
 |          "ushort f2us = ushort(f);" | 
 |          "uint s2ui = uint(s);" | 
 |          "uint i2ui = uint(i);" | 
 |          "uint us2ui = us;" | 
 |          "uint ui2ui = ui;" | 
 |          "uint h2ui = uint(h);" | 
 |          "uint f2ui = uint(f);" | 
 |          "float s2f = s;" | 
 |          "float i2f = i;" | 
 |          "float us2f = us;" | 
 |          "float ui2f = ui;" | 
 |          "float h2f = h;" | 
 |          "float f2f = f;", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "int s = int(sqrt(1.0));\n" | 
 |          "int i = int(sqrt(1.0));\n" | 
 |          "uint us = uint(sqrt(1.0));\n" | 
 |          "uint ui = uint(sqrt(1.0));\n" | 
 |          "float h = sqrt(1.0);\n" | 
 |          "float f = sqrt(1.0);\n" | 
 |          "int s2s = s;\n" | 
 |          "int i2s = i;\n" | 
 |          "int us2s = int(us);\n" | 
 |          "int ui2s = int(ui);\n" | 
 |          "int h2s = int(h);\n" | 
 |          "int f2s = int(f);\n" | 
 |          "int s2i = s;\n" | 
 |          "int i2i = i;\n" | 
 |          "int us2i = int(us);\n" | 
 |          "int ui2i = int(ui);\n" | 
 |          "int h2i = int(h);\n" | 
 |          "int f2i = int(f);\n" | 
 |          "uint s2us = uint(s);\n" | 
 |          "uint i2us = uint(i);\n" | 
 |          "uint us2us = us;\n" | 
 |          "uint ui2us = ui;\n" | 
 |          "uint h2us = uint(h);\n" | 
 |          "uint f2us = uint(f);\n" | 
 |          "uint s2ui = uint(s);\n" | 
 |          "uint i2ui = uint(i);\n" | 
 |          "uint us2ui = us;\n" | 
 |          "uint ui2ui = ui;\n" | 
 |          "uint h2ui = uint(h);\n" | 
 |          "uint f2ui = uint(f);\n" | 
 |          "float s2f = float(s);\n" | 
 |          "float i2f = float(i);\n" | 
 |          "float us2f = float(us);\n" | 
 |          "float ui2f = float(ui);\n" | 
 |          "float h2f = h;\n" | 
 |          "float f2f = f;\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLForceHighPrecision, r) { | 
 |     test(r, | 
 |          "void main() { half x = sqrt(1); half4 y = half4(x); sk_FragColor = y; }", | 
 |          *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), | 
 |          "#version 400\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    mediump float x = sqrt(1.0);\n" | 
 |          "    mediump vec4 y = vec4(x);\n" | 
 |          "    sk_FragColor = y;\n" | 
 |          "}\n"); | 
 |     SkSL::Program::Settings settings; | 
 |     settings.fForceHighPrecision = true; | 
 |     sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::UsesPrecisionModifiers(); | 
 |     settings.fCaps = caps.get(); | 
 |     SkSL::Program::Inputs inputs; | 
 |     test(r, | 
 |          "void main() { half x = sqrt(1); half4 y = half4(x); sk_FragColor = y; }", | 
 |          settings, | 
 |          "#version 400\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    highp float x = sqrt(1.0);\n" | 
 |          "    highp vec4 y = vec4(x);\n" | 
 |          "    sk_FragColor = y;\n" | 
 |          "}\n", | 
 |          &inputs); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLNormalization, r) { | 
 |     test(r, | 
 |          "uniform float4 sk_RTAdjust; void main() { sk_Position = half4(1); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "uniform vec4 sk_RTAdjust;\n" | 
 |          "void main() {\n" | 
 |          "    gl_Position = vec4(1.0);\n" | 
 |          "    gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " | 
 |                                 "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" | 
 |          "}\n", | 
 |          SkSL::Program::kVertex_Kind); | 
 |     test(r, | 
 |          "uniform float4 sk_RTAdjust;" | 
 |          "layout(points) in;" | 
 |          "layout(invocations = 2) in;" | 
 |          "layout(line_strip, max_vertices = 2) out;" | 
 |          "void main() {" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);" | 
 |          "EmitVertex();" | 
 |          "EndPrimitive();" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::GeometryShaderSupport(), | 
 |          "#version 400\n" | 
 |          "uniform vec4 sk_RTAdjust;\n" | 
 |          "layout (points) in ;\n" | 
 |          "layout (invocations = 2) in ;\n" | 
 |          "layout (line_strip, max_vertices = 2) out ;\n" | 
 |          "void main() {\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));\n" | 
 |          "    {\n" | 
 |          "        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " | 
 |                                     "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" | 
 |          "        EmitVertex();\n" | 
 |          "    }\n" | 
 |          "    gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));\n" | 
 |          "    {\n" | 
 |          "        gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * " | 
 |                                     "sk_RTAdjust.yw, 0.0, gl_Position.w);\n" | 
 |          "        EmitVertex();\n" | 
 |          "    }\n" | 
 |          "    EndPrimitive();\n" | 
 |          "}\n", | 
 |          SkSL::Program::kGeometry_Kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLTernaryLValue, r) { | 
 |     test(r, | 
 |          "void main() { half r, g; (true ? r : g) = 1; (false ? r : g) = 0; " | 
 |          "sk_FragColor = half4(r, g, 1, 1); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    sk_FragColor = vec4(1.0, 0.0, 1.0, 1.0);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "void main() { half r, g; (true ? r : g) = sqrt(1); (false ? r : g) = sqrt(0); " | 
 |          "sk_FragColor = half4(r, g, 1, 1); }", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float r, g;\n" | 
 |          "    r = sqrt(1.0);\n" | 
 |          "    g = sqrt(0.0);\n" | 
 |          "    sk_FragColor = vec4(r, g, 1.0, 1.0);\n" | 
 |          "}\n"); | 
 |     test(r, | 
 |          "void main() {" | 
 |          "half r, g;" | 
 |          "(sqrt(1) > 0 ? r : g) = sqrt(1);" | 
 |          "(sqrt(0) > 0 ? r : g) = sqrt(0);" | 
 |          "sk_FragColor = half4(r, g, 1, 1);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    float r, g;\n" | 
 |          "    sqrt(1.0) > 0.0 ? r : g = sqrt(1.0);\n" | 
 |          "    sqrt(0.0) > 0.0 ? r : g = sqrt(0.0);\n" | 
 |          "    sk_FragColor = vec4(r, g, 1.0, 1.0);\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLIncompleteShortIntPrecision, r) { | 
 |     test(r, | 
 |          "uniform sampler2D tex;" | 
 |          "in float2 texcoord;" | 
 |          "in short2 offset;" | 
 |          "void main() {" | 
 |          "    short scalar = offset.y;" | 
 |          "    sk_FragColor = texture(tex, texcoord + float2(offset * scalar));" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::UsesPrecisionModifiers(), | 
 |          "#version 400\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "uniform sampler2D tex;\n" | 
 |          "in highp vec2 texcoord;\n" | 
 |          "in mediump ivec2 offset;\n" | 
 |          "void main() {\n" | 
 |          "    mediump int scalar = offset.y;\n" | 
 |          "    sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" | 
 |          "}\n", | 
 |          SkSL::Program::kFragment_Kind); | 
 |     test(r, | 
 |          "uniform sampler2D tex;" | 
 |          "in float2 texcoord;" | 
 |          "in short2 offset;" | 
 |          "void main() {" | 
 |          "    short scalar = offset.y;" | 
 |          "    sk_FragColor = texture(tex, texcoord + float2(offset * scalar));" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::IncompleteShortIntPrecision(), | 
 |          "#version 310es\n" | 
 |          "precision mediump float;\n" | 
 |          "out mediump vec4 sk_FragColor;\n" | 
 |          "uniform sampler2D tex;\n" | 
 |          "in highp vec2 texcoord;\n" | 
 |          "in highp ivec2 offset;\n" | 
 |          "void main() {\n" | 
 |          "    highp int scalar = offset.y;\n" | 
 |          "    sk_FragColor = texture(tex, texcoord + vec2(offset * scalar));\n" | 
 |          "}\n", | 
 |          SkSL::Program::kFragment_Kind); | 
 | } | 
 |  | 
 | DEF_TEST(SkSLFrExp, r) { | 
 |     test(r, | 
 |          "void main() {" | 
 |          "    int exp;" | 
 |          "    float foo = frexp(0.5, exp);" | 
 |          "    sk_FragColor = float4(exp);" | 
 |          "}", | 
 |          *SkSL::ShaderCapsFactory::Default(), | 
 |          "#version 400\n" | 
 |          "out vec4 sk_FragColor;\n" | 
 |          "void main() {\n" | 
 |          "    int exp;\n" | 
 |          "    float foo = frexp(0.5, exp);\n" | 
 |          "    sk_FragColor = vec4(float(exp));\n" | 
 |          "}\n"); | 
 | } | 
 |  | 
 | #endif |