2021-03-16 14:40:11 +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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2021-02-10 17:21:51 +00:00
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struct Uniforms {
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float4 colorGreen;
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float4 colorRed;
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float2x2 testMatrix2x2;
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float3x3 testMatrix3x3;
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};
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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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2021-08-10 20:03:23 +00:00
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thread bool operator==(const float2x2 left, const float2x2 right);
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thread bool operator!=(const float2x2 left, const float2x2 right);
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thread bool operator==(const float3x3 left, const float3x3 right);
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thread bool operator!=(const float3x3 left, const float3x3 right);
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2021-02-10 17:21:51 +00:00
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thread bool operator==(const float2x2 left, const float2x2 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 all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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Revert "Implement operator== and != for Metal structs and arrays."
This reverts commit 830c69ca66d339067cdc06775f59443a06fc15a2.
Reason for revert: Pixel5 issues on tree
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>
TBR=brianosman@google.com,ethannicholas@google.com,johnstiles@google.com
Change-Id: I06c47923649ea9fb675bab6baab121eb504d5ab8
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:11908
Bug: skia:11924
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402558
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
2021-04-29 13:37:11 +00:00
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}
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thread bool operator!=(const float2x2 left, const float2x2 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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thread bool operator==(const float3x3 left, const float3x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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2021-02-10 17:21:51 +00:00
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}
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thread bool operator!=(const float3x3 left, const float3x3 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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2021-02-10 17:21:51 +00:00
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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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2021-03-15 22:08:38 +00:00
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bool _0_ok = true;
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_0_ok = _0_ok && _uniforms.testMatrix2x2 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
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_0_ok = _0_ok && _uniforms.testMatrix3x3 == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0));
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_0_ok = _0_ok && _uniforms.testMatrix2x2 != float2x2(100.0);
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_0_ok = _0_ok && _uniforms.testMatrix3x3 != float3x3(float3(9.0, 8.0, 7.0), float3(6.0, 5.0, 4.0), float3(3.0, 2.0, 1.0));
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_out.sk_FragColor = _0_ok ? _uniforms.colorGreen : _uniforms.colorRed;
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2021-02-10 17:21:51 +00:00
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return _out;
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}
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