skia2/tests/sksl/shared/golden/SwizzleConstants.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float4 v = float4(sqrt(1.0));
_out->sk_FragColor = float4(v.x, 1.0, 1.0, 1.0);
_out->sk_FragColor = float4(v.xy, 1.0, 1.0);
_out->sk_FragColor = float4(float2(v.x, 1.0), 1.0, 1.0);
_out->sk_FragColor = float4(float2(0.0, v.y), 1.0, 1.0);
_out->sk_FragColor = float4(v.xyz, 1.0);
_out->sk_FragColor = float4(float3(v.xy, 1.0), 1.0);
_out->sk_FragColor = float4(float3(v.x, 0.0, v.z), 1.0);
_out->sk_FragColor = float4(float3(v.x, 1.0, 0.0), 1.0);
_out->sk_FragColor = float4(float3(1.0, v.yz), 1.0);
_out->sk_FragColor = float4(float3(0.0, v.y, 1.0), 1.0);
_out->sk_FragColor = float4(float3(1.0, 1.0, v.z), 1.0);
_out->sk_FragColor = v;
_out->sk_FragColor = float4(v.xyz, 1.0);
_out->sk_FragColor = float4(v.xy, 0.0, v.w);
_out->sk_FragColor = float4(v.xy, 1.0, 0.0);
_out->sk_FragColor = float4(v.x, 1.0, v.zw);
_out->sk_FragColor = float4(v.x, 0.0, v.z, 1.0);
_out->sk_FragColor = float4(v.x, 1.0, 1.0, v.w);
_out->sk_FragColor = float4(v.x, 1.0, 0.0, 1.0);
_out->sk_FragColor = float4(1.0, v.yzw);
_out->sk_FragColor = float4(0.0, v.yz, 1.0);
_out->sk_FragColor = float4(0.0, v.y, 1.0, v.w);
_out->sk_FragColor = float4(1.0, v.y, 1.0, 1.0);
_out->sk_FragColor = float4(0.0, 0.0, v.zw);
_out->sk_FragColor = float4(0.0, 0.0, v.z, 1.0);
_out->sk_FragColor = float4(0.0, 1.0, 1.0, v.w);
return *_out;
}