2021-04-09 03:30:51 +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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struct S {
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int x;
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int y;
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};
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struct Uniforms {
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2021-10-30 02:34:51 +00:00
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half4 colorGreen;
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half4 colorRed;
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2021-04-09 03:30:51 +00:00
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};
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struct Inputs {
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};
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struct Outputs {
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half4 sk_FragColor [[color(0)]];
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};
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2021-08-10 20:03:23 +00:00
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template <typename T1, typename T2, size_t N>
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bool operator==(thread const array<T1, N>& left, thread const array<T2, N>& right);
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template <typename T1, typename T2, size_t N>
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bool operator!=(thread const array<T1, N>& left, thread const array<T2, N>& right);
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2021-10-30 02:34:51 +00:00
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thread bool operator==(const half2x2 left, const half2x2 right);
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thread bool operator!=(const half2x2 left, const half2x2 right);
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2021-08-10 20:03:23 +00:00
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thread bool operator==(thread const S& left, thread const S& right);
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thread bool operator!=(thread const S& left, thread const S& right);
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2021-08-05 14:35:01 +00:00
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template <typename T1, typename T2, size_t N>
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bool operator==(thread const array<T1, N>& left, thread const array<T2, N>& 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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for (size_t index = 0; index < N; ++index) {
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2021-08-10 16:56:23 +00:00
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if (!all(left[index] == right[index])) {
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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 false;
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}
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}
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return true;
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}
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2021-08-05 14:35:01 +00:00
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template <typename T1, typename T2, size_t N>
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bool operator!=(thread const array<T1, N>& left, thread const array<T2, N>& 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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}
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2021-10-30 02:34:51 +00:00
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thread bool operator==(const half2x2 left, const half2x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const half2x2 left, const half2x2 right) {
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2021-08-10 20:03:23 +00:00
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return !(left == right);
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}
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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==(thread const S& left, thread const S& right) {
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2021-11-13 03:56:36 +00:00
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return all(left.x == right.x) &&
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all(left.y == right.y);
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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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}
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thread bool operator!=(thread const S& left, thread const S& right) {
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return !(left == right);
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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array<float, 4> f1 = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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array<float, 4> f2 = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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array<float, 4> f3 = array<float, 4>{1.0, 2.0, 3.0, -4.0};
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array<int3, 2> v1 = array<int3, 2>{int3(1, 2, 3), int3(4, 5, 6)};
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array<int3, 2> v2 = array<int3, 2>{int3(1, 2, 3), int3(4, 5, 6)};
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array<int3, 2> v3 = array<int3, 2>{int3(1, 2, 3), int3(4, 5, -6)};
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2021-10-30 02:34:51 +00:00
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array<half2x2, 3> m1 = array<half2x2, 3>{half2x2(1.0h), half2x2(2.0h), half2x2(half2(3.0h, 4.0h), half2(5.0h, 6.0h))};
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array<half2x2, 3> m2 = array<half2x2, 3>{half2x2(1.0h), half2x2(2.0h), half2x2(half2(3.0h, 4.0h), half2(5.0h, 6.0h))};
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array<half2x2, 3> m3 = array<half2x2, 3>{half2x2(1.0h), half2x2(half2(2.0h, 3.0h), half2(4.0h, 5.0h)), half2x2(6.0h)};
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array<S, 3> s1 = array<S, 3>{S{1, 2}, S{3, 4}, S{5, 6}};
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array<S, 3> s2 = array<S, 3>{S{1, 2}, S{0, 0}, S{5, 6}};
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array<S, 3> s3 = array<S, 3>{S{1, 2}, S{3, 4}, S{5, 6}};
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2021-08-10 20:03:23 +00:00
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_out.sk_FragColor = ((((((f1 == f2 && f1 != f3) && v1 == v2) && v1 != v3) && m1 == m2) && m1 != m3) && s1 != s2) && s3 == s1 ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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