skia2/tests/sksl/intrinsics/Cross.metal
John Stiles c43dc5e038 Implement compile-time optimization for cross().
We need to be careful to distinguish cross(vec3, vec3)--a real built-in
intrinsic--from cross(vec2, vec2)--an inline function in sksl_gpu, but
not actually a legitimate GLSL intrinsic.

Change-Id: I7e78c99dadfcbb637ae55a2503acfb7e591c932e
Bug: skia:12034
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/413440
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-06-01 15:51:53 +00:00

25 lines
776 B
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float2 ah;
float2 bh;
float2 af;
float2 bf;
};
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;
_out.sk_FragColor.x = _uniforms.ah.x * _uniforms.bh.y - _uniforms.ah.y * _uniforms.bh.x;
_out.sk_FragColor.y = _uniforms.af.x * _uniforms.bf.y - _uniforms.af.y * _uniforms.bf.x;
_out.sk_FragColor.z = 12.0;
_out.sk_FragColor.xyz = float3(-8.0, -8.0, 12.0);
_out.sk_FragColor.yzw = float3(9.0, -18.0, -9.0);
return _out;
}