1e45dcd12f
Change-Id: I9ddb80b8886827250e243dc9174bb3679e70df9b Bug: skia:12202 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/440262 Auto-Submit: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
54 lines
2.1 KiB
Metal
54 lines
2.1 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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float2x2 testMatrix2x2;
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float3x3 testMatrix3x3;
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float4 colorGreen;
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float4 colorRed;
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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 float3x2 left, const float3x2 right);
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thread bool operator!=(const float3x2 left, const float3x2 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 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 float3x2 left, const float3x2 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 float3x2 left, const float3x2 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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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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float2x3 testMatrix2x3 = float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0));
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_out.sk_FragColor = (transpose(_uniforms.testMatrix2x2) == float2x2(float2(1.0, 3.0), float2(2.0, 4.0)) && transpose(testMatrix2x3) == float3x2(float2(1.0, 4.0), float2(2.0, 5.0), float2(3.0, 6.0))) && transpose(_uniforms.testMatrix3x3) == float3x3(float3(1.0, 4.0, 7.0), float3(2.0, 5.0, 8.0), float3(3.0, 6.0, 9.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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