9078a89b26
When compiling test shaders, we were setting SK_FRAGCOORD_BUILTIN on the `coords` parameter to main() instead of SK_MAIN_COORDS_BUILTIN. These two built-ins don't have the same type (float2 vs. float4) and don't mean quite the same thing. The SPIR-V code generator saw a variable with the SK_FRAGCOORD_BUILTIN builtin value and assumed the presence of a global variable named `sk_FragCoord`, which didn't exist (because it was never referenced in the code, so it was never cloned in from the sksl_frag module). This is only a concern when compiling test shaders with skslc; real shaders don't hit these code paths. The generated code here is still imperfect; if you look closely, you'll see the GLSL and Metal code is referencing the `coords` variable but it's never declared anywhere. Change-Id: I3ad249469927ff35eb1e75d6536f95317502708f Bug: skia:12340 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/440520 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
21 lines
916 B
Metal
21 lines
916 B
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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float4 testInputs;
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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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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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float4 expected = float4(0.0);
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_out.sk_FragColor = (((((dfdx(_uniforms.testInputs.x) == expected.x && all(dfdx(_uniforms.testInputs.xy) == expected.xy)) && all(dfdx(_uniforms.testInputs.xyz) == expected.xyz)) && all(dfdx(_uniforms.testInputs) == expected)) && all(sign(dfdx(coords.xx)) == float2(1.0, 1.0))) && all(sign(dfdx(coords.yy)) == float2(0.0, 0.0))) && all(sign(dfdx(coords)) == float2(1.0, 0.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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