36129133f1
This code was not using typeName() to emit its types, inadvertently generating Metal code containing the `half` type. We didn't have any unit tests which synthesized a matrix-construct helper with half types, so Matrices.sksl was cloned into two separate test files--MatricesFloat and MatricesHalf. These should be equivalent except for float vs half types. Change-Id: I19ecea994b8bc45594bb3f69e596896a3bcefe4d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/348180 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
33 lines
1.5 KiB
Metal
33 lines
1.5 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 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 float2x2& operator*=(thread float2x2& left, thread const float2x2& right) {
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left = left * right;
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return left;
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}
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float2x2 float2x2_from_float4(float4 x0) {
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return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3]));
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float3x4 z = float2x4(1.0) * float3x2(float2(1.0, 0.0), float2(0.0, 1.0), float2(2.0, 2.0));
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float3 v1 = float3x3(1.0) * float3(2.0);
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float3 v2 = float3(2.0) * float3x3(1.0);
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_out->sk_FragColor = float4(z[0].x, v1 + v2);
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float2x2 m3 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
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m3 *= float2x2(1.0);
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float2x2 m5 = float2x2(float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x);
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float2x2 m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
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m6 += m5;
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float4x4 m11 = float4x4(2.0);
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m11 -= float4x4(1.0);
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_out->sk_FragColor = float4((((((((((float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x + float2x2_from_float4(float4(0.0))[0].x) + m3[0].x) + float2x2(1.0)[0].x) + m5[0].x) + m6[0].x) + float2x2(float2(5.0, 6.0), float2(7.0, 8.0))[0].x) + float3x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(5.0, 6.0))[0].x) + float3x3(1.0)[0].x) + float4x4(1.0)[0].x) + m11[0].x);
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return *_out;
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}
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