skia2/tests/sksl/intrinsics/MatrixCompMultES2.metal
John Stiles b701fa0ac0 Add non-square MatrixCompMult support to public SkSL in ES3 mode.
We already had a test case here, but it wasn't actually in operation.
The test has been split into ES2 (square) and ES3 (non-square) halves,
returns the color like a proper runtime effect, and it's now running in
dm.

Also, Metal doesn't natively support matrixCompMult, so it injects a
helper function; I tweaked the helper so it no longer requires an extra
result variable.

Change-Id: Ie79242768966fcbe879ad73461d17b4fb8e55670
Bug: skia:12202
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/448117
Auto-Submit: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-09-14 18:15:23 +00:00

53 lines
2.0 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float2x2 testMatrix2x2;
float3x3 testMatrix3x3;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
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);
template <int C, int R>
matrix<float, C, R> matrixCompMult(matrix<float, C, R> a, const matrix<float, C, R> b) {
for (int c = 0; c < C; ++c) {
a[c] *= b[c];
}
return a;
}
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);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float2x2 h22 = float2x2(float2(0.0, 5.0), float2(10.0, 15.0));
float2x2 f22 = matrixCompMult(_uniforms.testMatrix2x2, float2x2(1.0));
float3x3 h33 = matrixCompMult(_uniforms.testMatrix3x3, float3x3(float3(2.0, 2.0, 2.0), float3(2.0, 2.0, 2.0), float3(2.0, 2.0, 2.0)));
_out.sk_FragColor = (h22 == float2x2(float2(0.0, 5.0), float2(10.0, 15.0)) && f22 == float2x2(float2(1.0, 0.0), float2(0.0, 4.0))) && h33 == float3x3(float3(2.0, 4.0, 6.0), float3(8.0, 10.0, 12.0), float3(14.0, 16.0, 18.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}