skia2/tests/sksl/metal/SwizzleHelper.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)]];
};
struct Globals {
float2 glob;
};
float4 fn(thread Outputs& _out, thread Globals& _globals, float a, thread float2& b, thread float2& c, thread float3& d);
float4 _skOutParamHelper0_fn(thread Outputs& _out, thread Globals& _globals, float _var0, thread float3& b, thread float2& glob, thread float3x3& d) {
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float2 _var1;
float2 _var2 = glob.yx;
float3 _var3 = d[1].zyx;
float4 _skResult = fn(_out, _globals, _var0, _var1, _var2, _var3);
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b.yz = _var1;
glob.yx = _var2;
d[1].zyx = _var3;
return _skResult;
}
float4 fn(thread Outputs& _out, thread Globals& _globals, float a, thread float2& b, thread float2& c, thread float3& d) {
a = _out.sk_FragColor.x + a;
b = _out.sk_FragColor.yz - _globals.glob.y;
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c *= a;
d = _out.sk_FragColor.www / d;
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return float4(a, b.x, c.y, d.x);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{float2(1.0)};
(void)_globals;
Outputs _out;
(void)_out;
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float3 b = float3(2.0);
float3x3 d = float3x3(4.0);
_out.sk_FragColor = _skOutParamHelper0_fn(_out, _globals, 1.0, b, _globals.glob, d);
return _out;
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}