skia2/tests/sksl/shared/MatrixScalarSplat.metal

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Metal
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
Reland "Fix array-of-matrix/struct comparisons in Metal." This is a reland of 23d8f94535813d7c973af69aaeb67a0e5d7c9140 Original change's description: > Fix array-of-matrix/struct comparisons in Metal. > > Metal needs helper functions in order to compare arrays, structs, and > matrices. Depending on the input code, it was possible for the > array-comparison helper to be emitted before a matrix-comparison > or struct-comparison helper. If this occurred, array comparisons of that > matrix or struct type would fail, because the operator== for the array's > inner type was defined after array==, and Metal (like C++) parses > top-to-bottom and only considers functions declared above the current > function. > > We now emit prototypes for all the array, struct and matrix helper > function. These prototypes are emitted above any helper functions. This > ensures visibility no matter how your comparisons are organized. > > Change-Id: Ib3d8828c301fd0fa6c209788f9ea60800371edbe > Bug: skia:12326 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/437739 > Commit-Queue: John Stiles <johnstiles@google.com> > Auto-Submit: John Stiles <johnstiles@google.com> > Reviewed-by: Brian Osman <brianosman@google.com> Bug: skia:12326 Change-Id: Ife68020f6b01fae973b97f76099c6d5e8215636c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/438296 Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
2021-08-10 20:03:23 +00:00
thread bool operator==(const float3x3 left, const float3x3 right);
thread bool operator!=(const float3x3 left, const float3x3 right);
thread bool operator==(const float2x2 left, const float2x2 right);
thread bool operator!=(const float2x2 left, const float2x2 right);
thread bool operator==(const float3x3 left, const float3x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const float3x3 left, const float3x3 right) {
return !(left == right);
}
thread float3x3 operator/(const float3x3 left, const float3x3 right) {
return float3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]);
}
thread float3x3& operator/=(thread float3x3& left, thread const float3x3& right) {
left = left / right;
return left;
}
thread bool operator==(const float2x2 left, const float2x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x2 left, const float2x2 right) {
return !(left == right);
}
thread float2x2 operator/(const float2x2 left, const float2x2 right) {
return float2x2(left[0] / right[0], left[1] / right[1]);
}
thread float2x2& operator/=(thread float2x2& left, thread const float2x2& right) {
left = left / right;
return left;
}
bool test_half_b() {
bool ok = true;
ok = ok && float3x3(2.0) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
ok = ok && float3x3(2.0) - (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0));
ok = ok && float3x3(2.0) * 4.0 == float3x3(8.0);
ok = ok && float3x3(2.0) / (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(0.5);
ok = ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) + float3x3(2.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
ok = ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) - float3x3(2.0) == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0));
ok = ok && 4.0 * float3x3(2.0) == float3x3(8.0);
ok = ok && (float2x2(1.0, 1.0, 1.0, 1.0) * 4.0) / float2x2(float2(2.0, 2.0), float2(2.0, 2.0)) == float2x2(float2(2.0, 2.0), float2(2.0, 2.0));
return ok;
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
bool _0_ok = true;
_0_ok = _0_ok && float3x3(2.0) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
_0_ok = _0_ok && float3x3(2.0) - (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0));
_0_ok = _0_ok && float3x3(2.0) * 4.0 == float3x3(8.0);
_0_ok = _0_ok && float3x3(2.0) / (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(0.5);
_0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) + float3x3(2.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
_0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) - float3x3(2.0) == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0));
_0_ok = _0_ok && 4.0 * float3x3(2.0) == float3x3(8.0);
_0_ok = _0_ok && (float2x2(1.0, 1.0, 1.0, 1.0) * 4.0) / float2x2(float2(2.0, 2.0), float2(2.0, 2.0)) == float2x2(float2(2.0, 2.0), float2(2.0, 2.0));
_out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}