skia2/tests/sksl/shared/ComplexDelete.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4x4 colorXform;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
texture2d<float> s;
sampler sSmplr;
};
Reland "Add support for matrix == and != in Metal shaders." This reverts commit 4908a24d4b24ad34a3dce693d931654b872bff08. Reason for revert: test fails on Adreno 5xx/6xx, will land tests separately and disable on Adreno Original change's description: > Revert "Add support for matrix == and != in Metal shaders." > > This reverts commit c50185718830a6220b28be885cebd3959a0f0698. > > Reason for revert: breaking many bots > > Original change's description: > > Add support for matrix == and != in Metal shaders. > > > > We need to polyfill an operator== and != when these are first > > encountered in the code. > > > > Change-Id: I539c838ee1871bcb0c4b66abb8a4a0f91146cd4f > > Bug: skia:11306 > > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368496 > > Auto-Submit: John Stiles <johnstiles@google.com> > > Reviewed-by: Brian Osman <brianosman@google.com> > > TBR=brianosman@google.com,ethannicholas@google.com,johnstiles@google.com > > Change-Id: Id583109a0d167c2c58a57644b14cd5f49d670737 > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Bug: skia:11306 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368801 > Reviewed-by: Greg Daniel <egdaniel@google.com> > Commit-Queue: Greg Daniel <egdaniel@google.com> TBR=egdaniel@google.com,brianosman@google.com,ethannicholas@google.com,johnstiles@google.com Bug: skia:11306 Change-Id: If7c628b8c7a2ce40d6c88599a7660ff91c4ac67a Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368804 Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
2021-02-10 14:53:41 +00:00
thread bool operator!=(const float4x4 left, const float4x4 right) {
return any(left[0] != right[0]) || any(left[1] != right[1]) || any(left[2] != right[2]) || any(left[3] != right[3]);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<float> s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{s, sSmplr};
(void)_globals;
Outputs _out;
(void)_out;
float4 tmpColor;
_out.sk_FragColor = (tmpColor = _globals.s.sample(_globals.sSmplr, float2(1.0)) , _uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor);
return _out;
}