eb68973c2f
The GLSL spec allows matrix constructors containing vectors that would split between multiple columns of the matrix. However, in practice, this does not actually work well on a lot of GPUs! - "cast not allowed", "internal error": Tegra 3 Quadro P400 GTX 660 GTX 960 - Compiles, but generates wrong result: RadeonR9M470X RadeonHD7770 Since this isn't a pattern we expect to see in user code, we now report it as an error at compile time. mat2(vec4) is treated as an exceptional case and still allowed. Change-Id: Id6925984a2d1ec948aec4defcc790a197a96cf86 Bug: skia:12443 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449518 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
64 lines
2.7 KiB
Metal
64 lines
2.7 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 Uniforms {
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float4 colorGreen;
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float4 colorRed;
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};
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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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thread bool operator==(const float2x4 left, const float2x4 right);
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thread bool operator!=(const float2x4 left, const float2x4 right);
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thread bool operator==(const float4x2 left, const float4x2 right);
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thread bool operator!=(const float4x2 left, const float4x2 right);
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thread bool operator==(const float4x3 left, const float4x3 right);
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thread bool operator!=(const float4x3 left, const float4x3 right);
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template <int C, int R>
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matrix<float, C, R> matrixCompMult(matrix<float, C, R> a, const matrix<float, C, R> b) {
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for (int c = 0; c < C; ++c) {
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a[c] *= b[c];
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}
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return a;
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}
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thread bool operator==(const float2x4 left, const float2x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x4 left, const float2x4 right) {
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return !(left == right);
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}
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thread bool operator==(const float4x2 left, const float4x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x2 left, const float4x2 right) {
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return !(left == right);
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}
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thread bool operator==(const float4x3 left, const float4x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x3 left, const float4x3 right) {
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return !(left == right);
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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float2x4 h24 = matrixCompMult(float2x4(float4(9.0, 9.0, 9.0, 9.0), float4(9.0, 9.0, 9.0, 9.0)), float2x4(_uniforms.colorRed, _uniforms.colorGreen));
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float4x2 h42 = matrixCompMult(float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(5.0, 6.0), float2(7.0, 8.0)), float4x2(_uniforms.colorRed.xy, _uniforms.colorRed.zw, _uniforms.colorGreen.xy, _uniforms.colorGreen.zw));
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float4x3 f43 = float4x3(float3(12.0, 22.0, 30.0), float3(36.0, 40.0, 42.0), float3(42.0, 40.0, 36.0), float3(30.0, 22.0, 12.0));
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_out.sk_FragColor = (h24 == float2x4(float4(9.0, 0.0, 0.0, 9.0), float4(0.0, 9.0, 0.0, 9.0)) && h42 == float4x2(float2(1.0, 0.0), float2(0.0, 4.0), float2(0.0, 6.0), float2(0.0, 8.0))) && f43 == float4x3(float3(12.0, 22.0, 30.0), float3(36.0, 40.0, 42.0), float3(42.0, 40.0, 36.0), float3(30.0, 22.0, 12.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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