4f1593eaee
Not a big deal necessarily, but considering using this logic in GLSL as well, and I'm less confident that your average GLSL ES driver will optimize away the separate array loads. Change-Id: I6a9f0d18c0fac138f64ad6426670f615e17f3492 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449099 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
42 lines
1.9 KiB
Metal
42 lines
1.9 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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float4 testInputs;
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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 float2x2 left, const float2x2 right);
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thread bool operator!=(const float2x2 left, const float2x2 right);
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thread bool operator==(const float2x2 left, const float2x2 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 float2x2 left, const float2x2 right) {
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return !(left == right);
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}
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float2x2 float2x2_from_float4(float4 x0) {
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return float2x2(float2(x0.xy), float2(x0.zw));
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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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bool ok = true;
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ok = ok && float2x2_from_float4(_uniforms.testInputs) == float2x2(float2(-1.25, 0.0), float2(0.75, 2.25));
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ok = ok && float2x2_from_float4(_uniforms.testInputs) == float2x2(float2(-1.25, 0.0), float2(0.75, 2.25));
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ok = ok && float2x2_from_float4(_uniforms.colorGreen) == float2x2(float2(0.0, 1.0), float2(0.0, 1.0));
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ok = ok && float2x2_from_float4(_uniforms.colorGreen) == float2x2(float2(0.0, 1.0), float2(0.0, 1.0));
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ok = ok && float2x2_from_float4(float4(int4(_uniforms.colorGreen))) == float2x2(float2(0.0, 1.0), float2(0.0, 1.0));
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ok = ok && float2x2_from_float4(_uniforms.colorGreen) == float2x2(float2(0.0, 1.0), float2(0.0, 1.0));
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ok = ok && float2x2_from_float4(_uniforms.colorGreen) == float2x2(float2(0.0, 1.0), float2(0.0, 1.0));
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ok = ok && float2x2_from_float4(float4(bool4(_uniforms.colorGreen))) == float2x2(float2(0.0, 1.0), float2(0.0, 1.0));
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_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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