skia2/tests/sksl/shared/SwizzleByConstantIndex.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

37 lines
1.2 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 testInputs;
float4 colorGreen;
float4 colorRed;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float4 _0_v = _uniforms.testInputs;
float _1_x = _0_v.x;
float _2_y = _0_v.y;
float _3_z = _0_v.z;
float _4_w = _0_v.w;
float4 a = float4(_1_x, _2_y, _3_z, _4_w);
float _9_x = _uniforms.testInputs.x;
float _10_y = _uniforms.testInputs.y;
float _11_z = _uniforms.testInputs.z;
float _12_w = _uniforms.testInputs.w;
float4 b = float4(_9_x, _10_y, _11_z, _12_w);
float4 _13_v = float4(0.0, 1.0, 2.0, 3.0);
float _14_x = _13_v.x;
float _15_y = _13_v.y;
float _16_z = _13_v.z;
float _17_w = _13_v.w;
float4 c = float4(_14_x, _15_y, _16_z, _17_w);
_out.sk_FragColor = (all(a == float4(-1.25, 0.0, 0.75, 2.25)) && all(b == float4(-1.25, 0.0, 0.75, 2.25))) && all(c == float4(0.0, 1.0, 2.0, 3.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}