58134e1408
We were emitting this at global scope (not in Globals). That would lead to errors about the variable needing to be in the constant address space. (You can see the result in ConstArray.metal - the old code was invalid). Also, we were already making references use _globals, so the code was double-wrong (or half-right, depending on your perspective). After the core change, writeVarDeclaration was only used for local scope, and writeModifiers never used the 'globalContext' parameter. The removal of finishLine() changed every test output, unfortunately. Change-Id: Icc1356ba2cc3c339b2f5759b3d18523fd39395bc Reviewed-on: https://skia-review.googlesource.com/c/skia/+/408356 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
82 lines
2.2 KiB
Metal
82 lines
2.2 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 S {
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float x;
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int y;
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};
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struct Nested {
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S a;
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S b;
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};
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struct Uniforms {
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float4 colorRed;
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float4 colorGreen;
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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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void modifies_a_struct_vS(thread S& s);
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void _skOutParamHelper0_modifies_a_struct_vS(thread S& s) {
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S _var0 = s;
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modifies_a_struct_vS(_var0);
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s = _var0;
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}
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void modifies_a_struct_vS(thread S& s);
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void _skOutParamHelper1_modifies_a_struct_vS(thread Nested& n3) {
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S _var0 = n3.b;
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modifies_a_struct_vS(_var0);
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n3.b = _var0;
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}
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thread bool operator==(thread const S& left, thread const S& right) {
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return (left.x == right.x) &&
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(left.y == right.y);
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}
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thread bool operator!=(thread const S& left, thread const S& right) {
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return !(left == right);
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}
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thread bool operator==(thread const Nested& left, thread const Nested& right) {
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return (left.a == right.a) &&
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(left.b == right.b);
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}
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thread bool operator!=(thread const Nested& left, thread const Nested& right) {
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return !(left == right);
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}
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S returns_a_struct_S() {
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S s;
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s.x = 1.0;
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s.y = 2;
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return s;
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}
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S constructs_a_struct_S() {
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return S{2.0, 3};
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}
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float accepts_a_struct_fS(S s) {
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return s.x + float(s.y);
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}
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void modifies_a_struct_vS(thread S& s) {
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s.x++;
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s.y++;
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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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S s = returns_a_struct_S();
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float x = accepts_a_struct_fS(s);
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_skOutParamHelper0_modifies_a_struct_vS(s);
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S expected = constructs_a_struct_S();
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Nested n1;
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Nested n2;
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Nested n3;
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n1.a = returns_a_struct_S();
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n1.b = n1.a;
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n2 = n1;
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n3 = n2;
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_skOutParamHelper1_modifies_a_struct_vS(n3);
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bool valid = (((((((x == 3.0 && s.x == 2.0) && s.y == 3) && s == expected) && s == S{2.0, 3}) && s != returns_a_struct_S()) && n1 == n2) && n1 != n3) && n3 == Nested{S{1.0, 2}, S{2.0, 3}};
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_out.sk_FragColor = valid ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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