5f16ed4c58
MSL does not support the unary "-" operator on matrix types. Similarly the SPIR-V OpFNegate/OpSNegate operations only work on scalar and vector type. * An expression such as "-<mat>" is now transformed to "-1.0 * <mat>" when generating MSL. * The same expression now generates a component-wise negation in SPIR-V, matching what glslang outputs for GLSL. * A unary "+" is now treated as NOP for MSL, matching the SPIR-V backend. An expression such as "+<expr>" is now evaluated as "<expr>". * The shared/Negation.sksl has been moved to folding/ as much of its contents exercise constant-folding of comparison expressions. * The shared/UnaryPositiveNegative.sksl test has been extended to exercise scalar and matrix types. NOTE: The SPIR-V backend changes have caused a minor re-ordering of SSA IDs generated when writing out a prefix-expression. The affected gold files have been updated. Bug: skia:12627, skia:12992 Change-Id: Iec5cdafc591aed7e49b3b52bda42a02661380bab Reviewed-on: https://skia-review.googlesource.com/c/skia/+/513976 Auto-Submit: Arman Uguray <armansito@google.com> Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: Arman Uguray <armansito@google.com>
91 lines
3.2 KiB
Metal
91 lines
3.2 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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half4 colorWhite;
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half4 colorGreen;
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half4 colorRed;
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float2x2 testMatrix2x2;
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float3x3 testMatrix3x3;
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float4x4 testMatrix4x4;
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};
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struct Inputs {
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};
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struct Outputs {
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half4 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 float3x3 left, const float3x3 right);
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thread bool operator!=(const float3x3 left, const float3x3 right);
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thread bool operator==(const float4x4 left, const float4x4 right);
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thread bool operator!=(const float4x4 left, const float4x4 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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thread bool operator==(const float3x3 left, const float3x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x3 left, const float3x3 right) {
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return !(left == right);
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}
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thread bool operator==(const float4x4 left, const float4x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x4 left, const float4x4 right) {
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return !(left == right);
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}
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bool test_iscalar_b(Uniforms _uniforms) {
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int x = int(_uniforms.colorWhite.x);
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x = -x;
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return x == -1;
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}
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bool test_fvec_b(Uniforms _uniforms) {
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half2 x = _uniforms.colorWhite.xy;
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x = -x;
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return all(x == half2(-1.0h));
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}
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bool test_ivec_b(Uniforms _uniforms) {
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int2 x = int2(int(_uniforms.colorWhite.x));
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x = -x;
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return all(x == int2(-1));
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}
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bool test_mat2_b(Uniforms _uniforms) {
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const float2x2 negated = float2x2(float2(-1.0, -2.0), float2(-3.0, -4.0));
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float2x2 x = _uniforms.testMatrix2x2;
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x = (-1.0 * x);
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return x == negated;
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}
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bool test_mat3_b(Uniforms _uniforms) {
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const float3x3 negated = float3x3(float3(-1.0, -2.0, -3.0), float3(-4.0, -5.0, -6.0), float3(-7.0, -8.0, -9.0));
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float3x3 x = _uniforms.testMatrix3x3;
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x = (-1.0 * x);
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return x == negated;
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}
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bool test_mat4_b(Uniforms _uniforms) {
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const float4x4 negated = float4x4(float4(-1.0, -2.0, -3.0, -4.0), float4(-5.0, -6.0, -7.0, -8.0), float4(-9.0, -10.0, -11.0, -12.0), float4(-13.0, -14.0, -15.0, -16.0));
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float4x4 x = _uniforms.testMatrix4x4;
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x = (-1.0 * x);
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return x == negated;
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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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float _0_x = float(_uniforms.colorWhite.x);
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_0_x = -_0_x;
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_out.sk_FragColor = (((((_0_x == -1.0 && test_iscalar_b(_uniforms)) && test_fvec_b(_uniforms)) && test_ivec_b(_uniforms)) && test_mat2_b(_uniforms)) && test_mat3_b(_uniforms)) && test_mat4_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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