skia2/tests/sksl/shared/SwizzleConstants.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 testInputs;
float4 colorGreen;
float4 colorRed;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float4 v = _uniforms.testInputs;
v = float4(v.x, 1.0, 1.0, 1.0);
v = float4(v.xy, 1.0, 1.0);
v = float4(v.x, 1.0, 1.0, 1.0);
v = float4(0.0, v.y, 1.0, 1.0);
v = float4(v.xyz, 1.0);
v = float4(v.xy, 1.0, 1.0);
v = float4(v.x, 0.0, v.z, 1.0);
v = float4(v.x, 1.0, 0.0, 1.0);
v = float4(1.0, v.yz, 1.0);
v = float4(0.0, v.y, 1.0, 1.0);
v = float4(1.0, 1.0, v.z, 1.0);
v = float4(v.xyz, 1.0);
v = float4(v.xy, 0.0, v.w);
v = float4(v.xy, 1.0, 0.0);
v = float4(v.x, 1.0, v.zw);
v = float4(v.x, 0.0, v.z, 1.0);
v = float4(v.x, 1.0, 1.0, v.w);
v = float4(v.x, 1.0, 0.0, 1.0);
v = float4(1.0, v.yzw);
v = float4(0.0, v.yz, 1.0);
v = float4(0.0, v.y, 1.0, v.w);
v = float4(1.0, v.y, 1.0, 1.0);
v = float4(0.0, 0.0, v.zw);
v = float4(0.0, 0.0, v.z, 1.0);
v = float4(0.0, 1.0, 1.0, v.w);
_out.sk_FragColor = all(v == float4(0.0, 1.0, 1.0, 1.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}