2019-01-22 15:59:11 +00:00
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/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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2019-04-23 17:05:21 +00:00
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#include "src/sksl/SkSLCompiler.h"
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2019-01-22 15:59:11 +00:00
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2019-04-23 17:05:21 +00:00
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#include "tests/Test.h"
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2019-01-22 15:59:11 +00:00
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2020-07-06 13:59:45 +00:00
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static void test(skiatest::Reporter* r, const SkSL::Program::Settings& settings, const char* src,
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2019-01-22 15:59:11 +00:00
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const char* expected, SkSL::Program::Inputs* inputs,
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SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Compiler compiler;
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SkSL::String output;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
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settings);
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if (!program) {
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SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
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}
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REPORTER_ASSERT(r, program);
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*inputs = program->fInputs;
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REPORTER_ASSERT(r, compiler.toMetal(*program, &output));
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if (program) {
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SkSL::String skExpected(expected);
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if (output != skExpected) {
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SkDebugf("MSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
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expected, output.c_str());
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}
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REPORTER_ASSERT(r, output == skExpected);
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}
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}
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2020-07-06 13:59:45 +00:00
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static void test(skiatest::Reporter* r, const GrShaderCaps& caps, const char* src,
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2019-01-22 15:59:11 +00:00
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const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Program::Settings settings;
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settings.fCaps = ∩︀
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SkSL::Program::Inputs inputs;
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2020-07-06 13:59:45 +00:00
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test(r, settings, src, expected, &inputs, kind);
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2019-01-22 15:59:11 +00:00
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}
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DEF_TEST(SkSLMetalHelloWorld, r) {
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2020-07-06 13:59:45 +00:00
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test(r, *SkSL::ShaderCapsFactory::Default(),
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2019-02-05 22:17:40 +00:00
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"void main() { sk_FragColor = half4(0.75); }",
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2019-01-22 15:59:11 +00:00
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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2019-02-07 19:53:23 +00:00
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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" _out->sk_FragColor = float4(0.75);\n"
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" return *_out;\n"
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"}\n");
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}
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2020-05-28 16:17:20 +00:00
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DEF_TEST(SkSLMetal2x2MatrixCopyFromFloat2x2, r) {
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2020-07-06 13:59:45 +00:00
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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2020-05-28 16:17:20 +00:00
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void main() {
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float2x2 m1 = float2x2(float2(1, 2), float2(3, 4));
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float2x2 m2 = m1;
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float2x2 m3 = float2x2(m1);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
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})__SkSL__",
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2020-07-06 13:59:45 +00:00
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor = float4((float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0] + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetal2x2MatrixCopyFromConstantPropagatedFloat4, r) {
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2020-07-06 13:59:45 +00:00
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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2020-05-28 16:17:20 +00:00
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void main() {
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float2x2 m1 = float2x2(float4(1, 2, 3, 4));
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float2x2 m2 = m1;
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float2x2 m3 = float2x2(m1);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
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})__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float2x2 float2x2_from_float4(float4 x0) {
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return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3]));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor = float4((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);
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return *_out;
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}
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)__MSL__");
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}
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2020-08-06 18:29:22 +00:00
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DEF_TEST(SkSLMetalCastMat2x2ToMat3x3, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float3x3 a = float3x3(1);
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float3x3 b = float3x3(float2x2(1));
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sk_FragColor.x = (a[0] == b[0]) ? 0 : 1;
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float3x3 float3x3_from_float2x2(float2x2 x0) {
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return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor.x = float(all(float3x3(1.0)[0] == float3x3_from_float2x2(float2x2(1.0))[0]) ? 0 : 1);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetalCastMat2x3ToMat4x4, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float4x4 a = float4x4(6);
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float4x4 b = float4x4(float2x3(7));
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sk_FragColor.x = (a[1] == b[1]) ? 0 : 1;
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float4x4 float4x4_from_float2x3(float2x3 x0) {
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return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(0.0, 0.0, 1.0, 0.0), float4(0.0, 0.0, 0.0, 1.0));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor.x = float(all(float4x4(6.0)[1] == float4x4_from_float2x3(float2x3(7.0))[1]) ? 0 : 1);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetalCastMat4x4ToMat3x4, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float3x4 a = float3x4(1);
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float3x4 b = float3x4(float4x4(1));
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sk_FragColor.x = (a[0] == b[0]) ? 0 : 1;
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float3x4 float3x4_from_float4x4(float4x4 x0) {
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return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor.x = float(all(float3x4(1.0)[0] == float3x4_from_float4x4(float4x4(1.0))[0]) ? 0 : 1);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetalCastMat4x4ToMat4x3, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float4x3 a = float4x3(1);
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float4x3 b = float4x3(float4x4(1));
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sk_FragColor.x = (a[0] == b[0]) ? 0 : 1;
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float4x3 float4x3_from_float4x4(float4x4 x0) {
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return float4x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz), float3(x0[3].xyz));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor.x = float(all(float4x3(1.0)[0] == float4x3_from_float4x4(float4x4(1.0))[0]) ? 0 : 1);
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return *_out;
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}
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)__MSL__");
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}
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2019-01-22 15:59:11 +00:00
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DEF_TEST(SkSLMetalMatrices, r) {
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2020-07-06 13:59:45 +00:00
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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2020-05-28 16:17:20 +00:00
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void main() {
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float2x2 m1 = float2x2(float4(1, 2, 3, 4));
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float2x2 m2 = float2x2(float4(0));
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float2x2 m3 = float2x2(m1);
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float2x2 m4 = float2x2(1);
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float2x2 m5 = float2x2(m1[0][0]);
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float2x2 m6 = float2x2(1, 2, 3, 4);
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float2x2 m7 = float2x2(5, float3(6, 7, 8));
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float3x2 m8 = float3x2(float2(1, 2), 3, float3(4, 5, 6));
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float3x3 m9 = float3x3(1);
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float4x4 m10 = float4x4(1);
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float4x4 m11 = float4x4(2);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] +
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m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));
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})__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float2x2 float2x2_from_float4(float4 x0) {
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return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3]));
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}
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float2x2 float2x2_from_float_float3(float x0, float3 x1) {
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return float2x2(float2(x0, x1[0]), float2(x1[1], x1[2]));
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}
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float3x2 float3x2_from_float2_float_float3(float2 x0, float x1, float3 x2) {
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return float3x2(float2(x0[0], x0[1]), float2(x1, x2[0]), float2(x2[1], x2[2]));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float2x2 m5 = float2x2(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);
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_out->sk_FragColor = float4((((((((((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(0.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2(1.0)[0][0]) + m5[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2_from_float_float3(5.0, float3(6.0, 7.0, 8.0))[0][0]) + float3x2_from_float2_float_float3(float2(1.0, 2.0), 3.0, float3(4.0, 5.0, 6.0))[0][0]) + float3x3(1.0)[0][0]) + float4x4(1.0)[0][0]) + float4x4(2.0)[0][0]);
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return *_out;
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}
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)__MSL__");
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2019-01-22 15:59:11 +00:00
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}
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2019-03-07 20:11:31 +00:00
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DEF_TEST(SkSLMetalConstantSwizzle, r) {
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2020-07-06 13:59:45 +00:00
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test(r, *SkSL::ShaderCapsFactory::Default(),
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2019-03-07 20:11:31 +00:00
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"void main() {"
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"sk_FragColor = half4(0.5).rgb1;"
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"}",
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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|
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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2020-09-15 19:16:56 +00:00
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" _out->sk_FragColor = float4(float4(0.5).xyz, 1.0);\n"
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2019-03-07 20:11:31 +00:00
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" return *_out;\n"
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"}\n");
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}
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2020-07-06 13:59:45 +00:00
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DEF_TEST(SkSLMetalNumericGlobals, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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half attr1;
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int attr2 = 123;
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float attr3;
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half4 attr4 = half4(4, 5, 6, 7);
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|
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void main()
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{
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sk_FragColor = half4(attr1, attr2, half(attr3), attr4.x);
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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|
|
|
#include <simd/simd.h>
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|
|
|
using namespace metal;
|
|
|
|
struct Inputs {
|
|
|
|
};
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|
|
|
struct Outputs {
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|
|
|
float4 sk_FragColor [[color(0)]];
|
|
|
|
};
|
|
|
|
struct Globals {
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|
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float attr1;
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|
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int attr2;
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|
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float attr3;
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float4 attr4;
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|
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};
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|
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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|
|
Globals globalStruct{{}, 123, {}, float4(4.0, 5.0, 6.0, 7.0)};
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|
thread Globals* _globals = &globalStruct;
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|
(void)_globals;
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|
|
Outputs _outputStruct;
|
|
|
|
thread Outputs* _out = &_outputStruct;
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|
_out->sk_FragColor = float4(_globals->attr1, float(_globals->attr2), _globals->attr3, _globals->attr4.x);
|
|
|
|
return *_out;
|
|
|
|
}
|
|
|
|
)__MSL__");
|
|
|
|
}
|
|
|
|
|
|
|
|
DEF_TEST(SkSLMetalSamplerGlobals, r) {
|
|
|
|
test(r, *SkSL::ShaderCapsFactory::Default(),
|
|
|
|
R"__SkSL__(
|
|
|
|
layout(binding=1) uniform sampler2D texA;
|
|
|
|
layout(binding=0) uniform sampler2D texB;
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
sk_FragColor = sample(texA, half2(0)) * sample(texB, half2(0));
|
|
|
|
}
|
|
|
|
)__SkSL__",
|
|
|
|
R"__MSL__(#include <metal_stdlib>
|
|
|
|
#include <simd/simd.h>
|
|
|
|
using namespace metal;
|
|
|
|
struct Inputs {
|
|
|
|
};
|
|
|
|
struct Outputs {
|
|
|
|
float4 sk_FragColor [[color(0)]];
|
|
|
|
};
|
|
|
|
struct Globals {
|
|
|
|
texture2d<float> texA;
|
|
|
|
sampler texASmplr;
|
|
|
|
texture2d<float> texB;
|
|
|
|
sampler texBSmplr;
|
|
|
|
};
|
|
|
|
|
|
|
|
fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d<float> texB[[texture(0)]], sampler texBSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
|
|
|
|
Globals globalStruct{texA, texASmplr, texB, texBSmplr};
|
|
|
|
thread Globals* _globals = &globalStruct;
|
|
|
|
(void)_globals;
|
|
|
|
Outputs _outputStruct;
|
|
|
|
thread Outputs* _out = &_outputStruct;
|
|
|
|
_out->sk_FragColor = _globals->texA.sample(_globals->texASmplr, float2(0.0)) * _globals->texB.sample(_globals->texBSmplr, float2(0.0));
|
|
|
|
return *_out;
|
|
|
|
}
|
|
|
|
)__MSL__");
|
|
|
|
}
|