d68069019b
Previously, any code which emitted a binary expression would always emit a leading and trailing space. This caused comma expressions to look goofy: `foo() , bar();` instead of `foo(), bar();`. Operator::operatorName() now returns the operator token with appropriate whitespace around it, and tightOperatorName() is a new method which omits the whitespace. Functions which assemble binary expressions should now concatenate `x + operatorName() + y` instead of hard-coding `x + " " + operatorName() + " " + y`. Prefix/postfix expressions should use `tightOperatorName()` because otherwise negation looks bad (` - 123` instead of `-123`). Super low priority, but it was easy to fix. Change-Id: I3c92832207293a310fb1070b3b5e72455757b0ce Reviewed-on: https://skia-review.googlesource.com/c/skia/+/497776 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
37 lines
1.3 KiB
Metal
37 lines
1.3 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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float4x4 colorXform;
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};
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struct Inputs {
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};
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struct Outputs {
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half4 sk_FragColor [[color(0)]];
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};
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struct Globals {
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texture2d<half> s;
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sampler sSmplr;
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};
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thread bool operator==(const float4x4 left, const float4x4 right);
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thread bool operator!=(const float4x4 left, const float4x4 right);
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thread bool operator==(const float4x4 left, const float4x4 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 float4x4 left, const float4x4 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)]], texture2d<half> s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Globals _globals{s, sSmplr};
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(void)_globals;
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Outputs _out;
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(void)_out;
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float4 tmpColor;
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_out.sk_FragColor = (tmpColor = float4(_globals.s.sample(_globals.sSmplr, float2(1.0))), half4(_uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor));
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return _out;
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}
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