bfc9be0f77
This will allow us to load these inputs for unit testing in `dm`. Change-Id: Id256ba7c30d3ec94b98048e47af44cf9efe580d5 Bug: skia:11009 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/357282 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
64 lines
2.9 KiB
Metal
64 lines
2.9 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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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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float2x2 float2x2_from_float3x3(float3x3 x0) {
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return float2x2(float2(x0[0].xy), float2(x0[1].xy));
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}
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float2x2 float2x2_from_float4x4(float4x4 x0) {
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return float2x2(float2(x0[0].xy), float2(x0[1].xy));
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}
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float3x3 float3x3_from_float4x4(float4x4 x0) {
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return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz));
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}
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float3x3 float3x3_from_float2x2(float2x2 x0) {
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return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0));
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}
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float3x3 float3x3_from_float2x3(float2x3 x0) {
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return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(0.0, 0.0, 1.0));
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}
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float3x3 float3x3_from_float3x2(float3x2 x0) {
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return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0));
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}
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float4x4 float4x4_from_float3x3(float3x3 x0) {
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return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0));
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}
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float4x4 float4x4_from_float4x3(float4x3 x0) {
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return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(x0[3].xyz, 1.0));
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}
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float4x3 float4x3_from_float4x2(float4x2 x0) {
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return float4x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0), float3(x0[3].xy, 0.0));
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}
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float4x4 float4x4_from_float3x4(float3x4 x0) {
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return float4x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw), float4(0.0, 0.0, 0.0, 1.0));
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}
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float3x4 float3x4_from_float2x4(float2x4 x0) {
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return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(0.0, 0.0, 1.0, 0.0));
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}
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float2x4 float2x4_from_float4x2(float4x2 x0) {
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return float2x4(float4(x0[0].xy, 0.0, 0.0), float4(x0[1].xy, 0.0, 0.0));
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}
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float4x2 float4x2_from_float2x4(float2x4 x0) {
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return float4x2(float2(x0[0].xy), float2(x0[1].xy), float2(0.0, 0.0), float2(0.0, 0.0));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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_out.sk_FragColor.x = float2x2_from_float3x3(float3x3(1.0))[0].x;
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_out.sk_FragColor.x = float2x2_from_float4x4(float4x4(1.0))[0].x;
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_out.sk_FragColor.x = float3x3_from_float4x4(float4x4(1.0))[0].x;
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_out.sk_FragColor.x = float3x3_from_float2x2(float2x2(1.0))[0].x;
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_out.sk_FragColor.x = float3x3_from_float2x3(float2x3(1.0))[0].x;
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_out.sk_FragColor.x = float3x3_from_float3x2(float3x2(1.0))[0].x;
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_out.sk_FragColor.x = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0)))[0].x;
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_out.sk_FragColor.x = float4x4_from_float4x3(float4x3_from_float4x2(float4x2(1.0)))[0].x;
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_out.sk_FragColor.x = float4x4_from_float3x4(float3x4_from_float2x4(float2x4(1.0)))[0].x;
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_out.sk_FragColor.x = float2x4_from_float4x2(float4x2(1.0))[0].x;
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_out.sk_FragColor.x = float4x2_from_float2x4(float2x4(1.0))[0].x;
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return _out;
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}
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