1bdafbf016
This is a reland of daa573eb91
Original change's description:
> Improve matrix construction abilities in Metal codegen.
>
> GLSL (and thus SkSL) is flexible about the input parameters to a matrix
> constructor. You can mix vectors and scalars freely, and it will
> populate them into your matrix as if it was a flat list of scalars.
>
> Metal does not natively support this, and requires the proper number of
> floatNs to be passed in. However, the Metal code generator will now emit
> constructor helper functions that will fix this up automatically.
>
> Additionally, this CL simplifies the Metal codegen for single-scalar
> matrix construction. This should create a matrix with the passed-in
> scalar running along the matrix diagonal. The Metal codegen previously
> emitted a helper function to do this work on our behalf. However,
> that's not necessary; Metal already contains a single-argument matrix
> constructor that will do this work automatically for us.
>
> Change-Id: I76901bfe167502797aa4cb98d0e8986d9ebc51e5
> Bug: skia:10280
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/292477
> Auto-Submit: John Stiles <johnstiles@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Bug: skia:10280
Change-Id: If5591392bb96e1cfb643d4e3c19a0ee4affec58d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/292689
Commit-Queue: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
184 lines
6.9 KiB
C++
184 lines
6.9 KiB
C++
/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "src/sksl/SkSLCompiler.h"
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#include "tests/Test.h"
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static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
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const char* expected, SkSL::Program::Inputs* inputs,
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SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Compiler compiler;
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SkSL::String output;
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std::unique_ptr<SkSL::Program> program = compiler.convertProgram(kind, SkSL::String(src),
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settings);
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if (!program) {
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SkDebugf("Unexpected error compiling %s\n%s", src, compiler.errorText().c_str());
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}
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REPORTER_ASSERT(r, program);
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*inputs = program->fInputs;
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REPORTER_ASSERT(r, compiler.toMetal(*program, &output));
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if (program) {
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SkSL::String skExpected(expected);
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if (output != skExpected) {
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SkDebugf("MSL MISMATCH:\nsource:\n%s\n\nexpected:\n'%s'\n\nreceived:\n'%s'", src,
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expected, output.c_str());
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}
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REPORTER_ASSERT(r, output == skExpected);
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}
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}
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static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
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const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Program::Settings settings;
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settings.fCaps = ∩︀
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SkSL::Program::Inputs inputs;
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test(r, src, settings, expected, &inputs, kind);
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}
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DEF_TEST(SkSLMetalHelloWorld, r) {
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test(r,
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"void main() { sk_FragColor = half4(0.75); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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" _out->sk_FragColor = float4(0.75);\n"
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" return *_out;\n"
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"}\n");
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}
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DEF_TEST(SkSLMetal2x2MatrixCopyFromFloat2x2, r) {
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test(r, R"__SkSL__(
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void main() {
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float2x2 m1 = float2x2(float2(1, 2), float2(3, 4));
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float2x2 m2 = m1;
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float2x2 m3 = float2x2(m1);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
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})__SkSL__",
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*SkSL::ShaderCapsFactory::Default(),
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R"__MSL__(#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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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor = float4((float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0] + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetal2x2MatrixCopyFromConstantPropagatedFloat4, r) {
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test(r, R"__SkSL__(
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void main() {
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float2x2 m1 = float2x2(float4(1, 2, 3, 4));
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float2x2 m2 = m1;
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float2x2 m3 = float2x2(m1);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
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})__SkSL__",
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*SkSL::ShaderCapsFactory::Default(),
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R"__MSL__(#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_float4(float4 x0) {
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return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3]));
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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 _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor = float4((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetalMatrices, r) {
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test(r, R"__SkSL__(
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void main() {
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float2x2 m1 = float2x2(float4(1, 2, 3, 4));
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float2x2 m2 = float2x2(float4(0));
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float2x2 m3 = float2x2(m1);
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float2x2 m4 = float2x2(1);
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float2x2 m5 = float2x2(m1[0][0]);
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float2x2 m6 = float2x2(1, 2, 3, 4);
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float2x2 m7 = float2x2(5, float3(6, 7, 8));
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float3x2 m8 = float3x2(float2(1, 2), 3, float3(4, 5, 6));
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float3x3 m9 = float3x3(1);
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float4x4 m10 = float4x4(1);
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float4x4 m11 = float4x4(2);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] +
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m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));
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})__SkSL__",
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*SkSL::ShaderCapsFactory::Default(),
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R"__MSL__(#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_float4(float4 x0) {
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return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3]));
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}
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float2x2 float2x2_from_float_float3(float x0, float3 x1) {
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return float2x2(float2(x0, x1[0]), float2(x1[1], x1[2]));
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}
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float3x2 float3x2_from_float2_float_float3(float2 x0, float x1, float3 x2) {
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return float3x2(float2(x0[0], x0[1]), float2(x1, x2[0]), float2(x2[1], x2[2]));
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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 _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float2x2 m5 = float2x2(float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]);
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_out->sk_FragColor = float4((((((((((float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0] + float2x2_from_float4(float4(0.0))[0][0]) + float2x2_from_float4(float4(1.0, 2.0, 3.0, 4.0))[0][0]) + float2x2(1.0)[0][0]) + m5[0][0]) + float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0][0]) + float2x2_from_float_float3(5.0, float3(6.0, 7.0, 8.0))[0][0]) + float3x2_from_float2_float_float3(float2(1.0, 2.0), 3.0, float3(4.0, 5.0, 6.0))[0][0]) + float3x3(1.0)[0][0]) + float4x4(1.0)[0][0]) + float4x4(2.0)[0][0]);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetalConstantSwizzle, r) {
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test(r,
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"void main() {"
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"sk_FragColor = half4(0.5).rgb1;"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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"struct Inputs {\n"
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"};\n"
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"struct Outputs {\n"
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" float4 sk_FragColor [[color(0)]];\n"
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"};\n"
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"fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {\n"
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" Outputs _outputStruct;\n"
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" thread Outputs* _out = &_outputStruct;\n"
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" _out->sk_FragColor = float4(float4(0.5).xyz, 1);\n"
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" return *_out;\n"
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"}\n");
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}
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