skia2/tests/sksl/shared/golden/MatricesFloat.metal
John Stiles 36129133f1 Prevent half type from being emitted in Metal matrixConstructHelpers.
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>
2020-12-29 21:01:27 +00:00

33 lines
1.5 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) {
left = left * right;
return left;
}
float2x2 float2x2_from_float4(float4 x0) {
return float2x2(float2(x0[0], x0[1]), float2(x0[2], x0[3]));
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float3x4 z = float2x4(1.0) * float3x2(float2(1.0, 0.0), float2(0.0, 1.0), float2(2.0, 2.0));
float3 v1 = float3x3(1.0) * float3(2.0);
float3 v2 = float3(2.0) * float3x3(1.0);
_out->sk_FragColor = float4(z[0].x, v1 + v2);
float2x2 m3 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
m3 *= float2x2(1.0);
float2x2 m5 = float2x2(float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x);
float2x2 m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
m6 += m5;
float4x4 m11 = float4x4(2.0);
m11 -= float4x4(1.0);
_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);
return *_out;
}