skia2/tests/sksl/shared/NegatedVectorLiteral.metal
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

37 lines
1.2 KiB
Metal

#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)]];
};
bool test_int() {
int one = 1;
const int two = 2;
int4 result;
result.x = 1;
result.y = 1;
result.z = int(all(-int4(two) == int4(-2, int3(-2))) ? 1 : 0);
result.w = int(all(-int2(-one, one + one) == -int2(one - two, two)) ? 1 : 0);
return bool(((result.x * result.y) * result.z) * result.w);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
const float _0_one = 1.0;
float _1_two = 2.0;
float4 _2_result;
_2_result.x = 1.0;
_2_result.y = 1.0;
_2_result.z = float(all(-float4(_1_two) == float4(-_1_two, float3(-_1_two))) ? 1 : 0);
_2_result.w = float(all(float2(1.0, -2.0) == -float2(_0_one - _1_two, _1_two)) ? 1 : 0);
_out.sk_FragColor = bool(((_2_result.x * _2_result.y) * _2_result.z) * _2_result.w) && test_int() ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}