skia2/tests/sksl/shared/ResizeMatrix.metal
Brian Osman 58134e1408 Fix const globals in Metal
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>
2021-05-13 21:11:10 +00:00

47 lines
1.7 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float2x2 float2x2_from_float3x3(float3x3 x0) {
return float2x2(float2(x0[0].xy), float2(x0[1].xy));
}
float2x2 float2x2_from_float4x4(float4x4 x0) {
return float2x2(float2(x0[0].xy), float2(x0[1].xy));
}
float3x3 float3x3_from_float4x4(float4x4 x0) {
return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz));
}
float3x3 float3x3_from_float2x2(float2x2 x0) {
return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0));
}
float4x4 float4x4_from_float3x3(float3x3 x0) {
return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0));
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float result = 0.0;
float2x2 a = float2x2_from_float3x3(float3x3(1.0));
result += a[0].x;
float2x2 b = float2x2_from_float4x4(float4x4(1.0));
result += b[0].x;
float3x3 c = float3x3_from_float4x4(float4x4(1.0));
result += c[0].x;
float3x3 d = float3x3_from_float2x2(float2x2(1.0));
result += d[0].x;
float4x4 e = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0)));
result += e[0].x;
float2x2 f = float2x2_from_float3x3(float3x3_from_float4x4(float4x4(1.0)));
result += f[0].x;
_out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}