skia2/tests/sksl/shared/golden/SwizzleBoolConstants.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)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
bool4 v = bool4(sqrt(1.0) == 1.0);
bool4 result;
result = bool4(v.x, true, true, true);
result = bool4(v.xy, false, true);
result = bool4(bool2(v.x, true), true, false);
result = bool4(bool2(v.y, false).yx, true, true);
result = bool4(v.xyz, true);
result = bool4(bool3(v.xy, true), true);
result = bool4(bool3(v.xz, false).xzy, true);
result = bool4(bool3(v.x, true, false), false);
result = bool4(bool3(v.yz, true).zxy, false);
result = bool4(bool3(v.y, false, true).yxz, false);
result = bool4(bool2(v.z, true).yyx, false);
result = v;
result = bool4(v.xyz, true);
result = bool4(v.xyw, false).xywz;
result = bool4(v.xy, true, false);
result = bool4(v.xzw, true).xwyz;
result = bool4(v.xz, false, true).xzyw;
result = bool3(v.xw, true).xzzy;
result = bool3(v.x, true, false).xyzy;
result = bool4(v.yzw, true).wxyz;
result = bool4(v.yz, false, true).zxyw;
result = bool4(v.yw, false, true).zxwy;
result = bool2(v.y, true).yxyy;
result = bool3(v.zw, false).zzxy;
result = bool3(v.z, false, true).yyxz;
result = bool3(v.w, false, true).yzzx;
_out->sk_FragColor = any(result) ? float4(1.0) : float4(0.0);
return *_out;
}