2021-03-16 14:40:11 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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2020-09-25 17:35:58 +00:00
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struct Uniforms {
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float4x4 colorXform;
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};
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struct Inputs {
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};
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struct Outputs {
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2021-10-30 02:34:51 +00:00
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half4 sk_FragColor [[color(0)]];
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2020-09-25 17:35:58 +00:00
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};
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struct Globals {
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2021-10-30 02:34:51 +00:00
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texture2d<half> s;
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2020-12-04 15:51:21 +00:00
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sampler sSmplr;
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2020-09-25 17:35:58 +00:00
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};
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2021-08-10 20:03:23 +00:00
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thread bool operator==(const float4x4 left, const float4x4 right);
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thread bool operator!=(const float4x4 left, const float4x4 right);
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Reland "Implement operator== and != for Metal structs and arrays."
This is a reland of 830c69ca66d339067cdc06775f59443a06fc15a2
Original change's description:
> Implement operator== and != for Metal structs and arrays.
>
> GLSL/SkSL assumes that == and != on struct/array types should work.
> We need to emit equality and inequality operators whenever we find code
> that compares a struct or array.
>
> Structs and arrays can be arbitrarily nested, and either type can
> contain a matrix. All of these things need custom equality operators in
> Metal. Therefore, we need to recursively generate comparison operators
> when any of these types are encountered.
>
> For arrays we get lucky, and we can cover all possible array types and
> sizes with a single templated operator== method. Structs and matrices
> have no such luck, and are generated separately on a per-type basis.
>
> For each of these types, operator== is implemented as an equality check
> on each field, and operator!= is implemented in terms of operator==.
> Equality and inequality are always emitted together. (Previously, matrix
> equality and inequality were emitted and implemented independently, but
> this is no longer the case.)
>
> Change-Id: I69ee01c0a390d7db6bcb2253ed6336ab20cc4d1d
> Bug: skia:11908, skia:11924
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402016
> Auto-Submit: John Stiles <johnstiles@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
Bug: skia:11908, skia:11924, skia:11929
Change-Id: I6336b6125e9774c1ca73e3d497e3466f11f6f25f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402559
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-04-29 18:39:35 +00:00
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thread bool operator==(const float4x4 left, const float4x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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2021-02-10 14:53:41 +00:00
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thread bool operator!=(const float4x4 left, const float4x4 right) {
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Reland "Implement operator== and != for Metal structs and arrays."
This is a reland of 830c69ca66d339067cdc06775f59443a06fc15a2
Original change's description:
> Implement operator== and != for Metal structs and arrays.
>
> GLSL/SkSL assumes that == and != on struct/array types should work.
> We need to emit equality and inequality operators whenever we find code
> that compares a struct or array.
>
> Structs and arrays can be arbitrarily nested, and either type can
> contain a matrix. All of these things need custom equality operators in
> Metal. Therefore, we need to recursively generate comparison operators
> when any of these types are encountered.
>
> For arrays we get lucky, and we can cover all possible array types and
> sizes with a single templated operator== method. Structs and matrices
> have no such luck, and are generated separately on a per-type basis.
>
> For each of these types, operator== is implemented as an equality check
> on each field, and operator!= is implemented in terms of operator==.
> Equality and inequality are always emitted together. (Previously, matrix
> equality and inequality were emitted and implemented independently, but
> this is no longer the case.)
>
> Change-Id: I69ee01c0a390d7db6bcb2253ed6336ab20cc4d1d
> Bug: skia:11908, skia:11924
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402016
> Auto-Submit: John Stiles <johnstiles@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
Bug: skia:11908, skia:11924, skia:11929
Change-Id: I6336b6125e9774c1ca73e3d497e3466f11f6f25f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402559
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-04-29 18:39:35 +00:00
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return !(left == right);
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2021-02-10 14:53:41 +00:00
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}
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2021-10-30 02:34:51 +00:00
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<half> s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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2021-01-19 18:07:55 +00:00
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Globals _globals{s, sSmplr};
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2021-01-22 03:24:28 +00:00
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(void)_globals;
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2021-01-19 18:07:55 +00:00
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Outputs _out;
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2021-01-22 03:24:28 +00:00
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(void)_out;
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2020-09-25 17:35:58 +00:00
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float4 tmpColor;
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2022-01-24 16:06:00 +00:00
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_out.sk_FragColor = (tmpColor = float4(_globals.s.sample(_globals.sSmplr, float2(1.0))), half4(_uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor));
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2021-01-19 18:07:55 +00:00
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return _out;
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2020-09-25 17:35:58 +00:00
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}
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