skia2/tests/sksl/shared/MatricesNonsquare.metal
John Stiles 9b9805959d Reland "Add support for half-precision types in Metal."
This reverts commit 9d24b02c2f.

Reason for revert: needs premul/unpremul conversion fix (http://review.skia.org/465798)

Original change's description:
> Revert "Add support for half-precision types in Metal."
>
> This reverts commit d90e09b1ae.
>
> Reason for revert: MacMini failing CompressedBackendAllocationTest
>
> Original change's description:
> > Add support for half-precision types in Metal.
> >
> > This will hopefully improve performance on lower-end GPUs.
> >
> > Change-Id: I9c2ee6dc31acd08bec0bfb5f59edc3cf90163f9e
> > Bug: skia:12339
> > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465078
> > Auto-Submit: John Stiles <johnstiles@google.com>
> > Reviewed-by: Brian Osman <brianosman@google.com>
> > Commit-Queue: John Stiles <johnstiles@google.com>
>
> Bug: skia:12339
> Change-Id: Ic5aa4bef454ca67f5ce26c600444d9565e0158cb
> No-Presubmit: true
> No-Tree-Checks: true
> No-Try: true
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465796
> Auto-Submit: Brian Osman <brianosman@google.com>
> Commit-Queue: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
> Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>

Bug: skia:12339
Change-Id: I53a8a6fef299da15d206d884ba7029820ffcff43
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465799
Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Commit-Queue: John Stiles <johnstiles@google.com>
2021-10-30 14:33:52 +00:00

256 lines
10 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 colorGreen;
half4 colorRed;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
thread bool operator==(const half2x3 left, const half2x3 right);
thread bool operator!=(const half2x3 left, const half2x3 right);
thread bool operator==(const half2x4 left, const half2x4 right);
thread bool operator!=(const half2x4 left, const half2x4 right);
thread bool operator==(const half3x2 left, const half3x2 right);
thread bool operator!=(const half3x2 left, const half3x2 right);
thread bool operator==(const half3x4 left, const half3x4 right);
thread bool operator!=(const half3x4 left, const half3x4 right);
thread bool operator==(const half4x2 left, const half4x2 right);
thread bool operator!=(const half4x2 left, const half4x2 right);
thread bool operator==(const half4x3 left, const half4x3 right);
thread bool operator!=(const half4x3 left, const half4x3 right);
thread bool operator==(const half2x2 left, const half2x2 right);
thread bool operator!=(const half2x2 left, const half2x2 right);
thread bool operator==(const half3x3 left, const half3x3 right);
thread bool operator!=(const half3x3 left, const half3x3 right);
thread bool operator==(const float2x3 left, const float2x3 right);
thread bool operator!=(const float2x3 left, const float2x3 right);
thread bool operator==(const float2x4 left, const float2x4 right);
thread bool operator!=(const float2x4 left, const float2x4 right);
thread bool operator==(const float3x2 left, const float3x2 right);
thread bool operator!=(const float3x2 left, const float3x2 right);
thread bool operator==(const float3x4 left, const float3x4 right);
thread bool operator!=(const float3x4 left, const float3x4 right);
thread bool operator==(const float4x2 left, const float4x2 right);
thread bool operator!=(const float4x2 left, const float4x2 right);
thread bool operator==(const float4x3 left, const float4x3 right);
thread bool operator!=(const float4x3 left, const float4x3 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);
thread bool operator!=(const float3x3 left, const float3x3 right);
thread bool operator==(const half2x3 left, const half2x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const half2x3 left, const half2x3 right) {
return !(left == right);
}
thread bool operator==(const half2x4 left, const half2x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const half2x4 left, const half2x4 right) {
return !(left == right);
}
thread bool operator==(const half3x2 left, const half3x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const half3x2 left, const half3x2 right) {
return !(left == right);
}
thread bool operator==(const half3x4 left, const half3x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const half3x4 left, const half3x4 right) {
return !(left == right);
}
thread bool operator==(const half4x2 left, const half4x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const half4x2 left, const half4x2 right) {
return !(left == right);
}
thread bool operator==(const half4x3 left, const half4x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const half4x3 left, const half4x3 right) {
return !(left == right);
}
thread bool operator==(const half2x2 left, const half2x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const half2x2 left, const half2x2 right) {
return !(left == right);
}
thread bool operator==(const half3x3 left, const half3x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const half3x3 left, const half3x3 right) {
return !(left == right);
}
thread half2x4 operator/(const half2x4 left, const half2x4 right) {
return half2x4(left[0] / right[0], left[1] / right[1]);
}
thread half2x4& operator/=(thread half2x4& left, thread const half2x4& right) {
left = left / right;
return left;
}
thread bool operator==(const float2x3 left, const float2x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x3 left, const float2x3 right) {
return !(left == right);
}
thread bool operator==(const float2x4 left, const float2x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x4 left, const float2x4 right) {
return !(left == right);
}
thread bool operator==(const float3x2 left, const float3x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const float3x2 left, const float3x2 right) {
return !(left == right);
}
thread bool operator==(const float3x4 left, const float3x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const float3x4 left, const float3x4 right) {
return !(left == right);
}
thread bool operator==(const float4x2 left, const float4x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x2 left, const float4x2 right) {
return !(left == right);
}
thread bool operator==(const float4x3 left, const float4x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x3 left, const float4x3 right) {
return !(left == right);
}
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 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 float2x4 operator/(const float2x4 left, const float2x4 right) {
return float2x4(left[0] / right[0], left[1] / right[1]);
}
thread float2x4& operator/=(thread float2x4& left, thread const float2x4& right) {
left = left / right;
return left;
}
bool test_half_b() {
bool ok = true;
half2x3 m23 = half2x3(2.0h);
ok = ok && m23 == half2x3(half3(2.0h, 0.0h, 0.0h), half3(0.0h, 2.0h, 0.0h));
half2x4 m24 = half2x4(3.0h);
ok = ok && m24 == half2x4(half4(3.0h, 0.0h, 0.0h, 0.0h), half4(0.0h, 3.0h, 0.0h, 0.0h));
half3x2 m32 = half3x2(4.0h);
ok = ok && m32 == half3x2(half2(4.0h, 0.0h), half2(0.0h, 4.0h), half2(0.0h, 0.0h));
half3x4 m34 = half3x4(5.0h);
ok = ok && m34 == half3x4(half4(5.0h, 0.0h, 0.0h, 0.0h), half4(0.0h, 5.0h, 0.0h, 0.0h), half4(0.0h, 0.0h, 5.0h, 0.0h));
half4x2 m42 = half4x2(6.0h);
ok = ok && m42 == half4x2(half2(6.0h, 0.0h), half2(0.0h, 6.0h), half2(0.0h, 0.0h), half2(0.0h, 0.0h));
half4x3 m43 = half4x3(7.0h);
ok = ok && m43 == half4x3(half3(7.0h, 0.0h, 0.0h), half3(0.0h, 7.0h, 0.0h), half3(0.0h, 0.0h, 7.0h), half3(0.0h, 0.0h, 0.0h));
half2x2 m22 = m32 * m23;
ok = ok && m22 == half2x2(8.0h);
half3x3 m33 = m43 * m34;
ok = ok && m33 == half3x3(35.0h);
m23 += (half2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0h);
ok = ok && m23 == half2x3(half3(3.0h, 1.0h, 1.0h), half3(1.0h, 3.0h, 1.0h));
m32 -= (half3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0h);
ok = ok && m32 == half3x2(half2(2.0h, -2.0h), half2(-2.0h, 2.0h), half2(-2.0h, -2.0h));
m24 /= (half2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h);
ok = ok && m24 == half2x4(half4(0.75h, 0.0h, 0.0h, 0.0h), half4(0.0h, 0.75h, 0.0h, 0.0h));
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;
float2x3 _1_m23 = float2x3(2.0);
_0_ok = _0_ok && _1_m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0));
float2x4 _2_m24 = float2x4(3.0);
_0_ok = _0_ok && _2_m24 == float2x4(float4(3.0, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0));
float3x2 _3_m32 = float3x2(4.0);
_0_ok = _0_ok && _3_m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0));
float3x4 _4_m34 = float3x4(5.0);
_0_ok = _0_ok && _4_m34 == float3x4(float4(5.0, 0.0, 0.0, 0.0), float4(0.0, 5.0, 0.0, 0.0), float4(0.0, 0.0, 5.0, 0.0));
float4x2 _5_m42 = float4x2(6.0);
_0_ok = _0_ok && _5_m42 == float4x2(float2(6.0, 0.0), float2(0.0, 6.0), float2(0.0, 0.0), float2(0.0, 0.0));
float4x3 _6_m43 = float4x3(7.0);
_0_ok = _0_ok && _6_m43 == float4x3(float3(7.0, 0.0, 0.0), float3(0.0, 7.0, 0.0), float3(0.0, 0.0, 7.0), float3(0.0, 0.0, 0.0));
float2x2 _7_m22 = _3_m32 * _1_m23;
_0_ok = _0_ok && _7_m22 == float2x2(8.0);
float3x3 _8_m33 = _6_m43 * _4_m34;
_0_ok = _0_ok && _8_m33 == float3x3(35.0);
_1_m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0);
_0_ok = _0_ok && _1_m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0));
_3_m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0);
_0_ok = _0_ok && _3_m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0));
_2_m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0);
_0_ok = _0_ok && _2_m24 == float2x4(float4(0.75, 0.0, 0.0, 0.0), float4(0.0, 0.75, 0.0, 0.0));
_out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}