2654187396
This can eliminate const variables which have been completely folded away, unnecessary synthetic variables created during codegen/inlining, or code that simply didn't need to exist at all. Change-Id: I37a65e455e6527a6a6c2f4dde918f48d84dc2638 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/383496 Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
66 lines
1.5 KiB
Metal
66 lines
1.5 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 S {
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float f;
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array<float, 5> af;
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float4 h4;
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array<float4, 5> ah4;
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};
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struct Uniforms {
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float4 colorGreen;
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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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struct Globals {
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float4 globalVar;
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S globalStruct;
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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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Globals _globals{{}, {}};
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(void)_globals;
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Outputs _out;
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(void)_out;
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int i;
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i = 0;
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int4 i4;
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i4 = int4(1, 2, 3, 4);
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float3x3 f3x3;
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f3x3 = 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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float4 x;
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x.w = 0.0;
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x.yx = float2(0.0);
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array<int, 1> ai;
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ai[0] = 0;
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array<int4, 1> ai4;
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ai4[0] = int4(1, 2, 3, 4);
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array<float3x3, 1> ah2x4;
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ah2x4[0] = 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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array<float4, 1> af4;
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af4[0].x = 0.0;
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af4[0].ywxz = float4(1.0);
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S s;
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s.f = 0.0;
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s.af[1] = 0.0;
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s.h4.zxy = float3(9.0);
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s.ah4[2].yw = float2(5.0);
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_globals.globalVar = float4(0.0);
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_globals.globalStruct.f = 0.0;
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float l;
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l = 0.0;
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ai[0] += ai4[0].x;
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s.f = 1.0;
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s.af[0] = 2.0;
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s.h4 = float4(1.0);
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s.ah4[0] = float4(2.0);
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af4[0] *= ah2x4[0][0].x;
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i4.y = i4.y * i;
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x.y = x.y * l;
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s.f *= l;
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_out.sk_FragColor = _uniforms.colorGreen;
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return _out;
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}
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