skia2/tests/sksl/intrinsics/OuterProduct.metal
John Stiles 12545d475f Implement compile-time optimization for outerProduct.
Change-Id: If57fb5acbf5bd0cfeadc54dd12c3ba1da0840491
Bug: skia:12202
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/447416
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-09-10 14:34:32 +00:00

98 lines
4.1 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float2x2 testMatrix2x2;
float3x3 testMatrix3x3;
float4 testInputs;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
thread bool operator==(const float2x2 left, const float2x2 right);
thread bool operator!=(const float2x2 left, const float2x2 right);
thread bool operator==(const float3x3 left, const float3x3 right);
thread bool operator!=(const float3x3 left, const float3x3 right);
thread bool operator==(const float3x2 left, const float3x2 right);
thread bool operator!=(const float3x2 left, const float3x2 right);
thread bool operator==(const float4x4 left, const float4x4 right);
thread bool operator!=(const float4x4 left, const float4x4 right);
thread bool operator==(const float2x4 left, const float2x4 right);
thread bool operator!=(const float2x4 left, const float2x4 right);
thread bool operator==(const float4x2 left, const float4x2 right);
thread bool operator!=(const float4x2 left, const float4x2 right);
thread bool operator==(const float2x2 left, const float2x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x2 left, const float2x2 right) {
return !(left == right);
}
template <int C, int R>
matrix<float, C, R> outerProduct(const vec<float, R> a, const vec<float, C> b) {
matrix<float, C, R> result;
for (int c = 0; c < C; ++c) {
result[c] = a * b[c];
}
return result;
}
thread bool operator==(const float3x3 left, const float3x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const float3x3 left, const float3x3 right) {
return !(left == right);
}
thread bool operator==(const float3x2 left, const float3x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const float3x2 left, const float3x2 right) {
return !(left == right);
}
thread bool operator==(const float4x4 left, const float4x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x4 left, const float4x4 right) {
return !(left == right);
}
thread bool operator==(const float2x4 left, const float2x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x4 left, const float2x4 right) {
return !(left == right);
}
thread bool operator==(const float4x2 left, const float4x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x2 left, const float4x2 right) {
return !(left == right);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
const float2 c12 = float2(1.0, 2.0);
_out.sk_FragColor = ((((outerProduct(_uniforms.testMatrix2x2[0], _uniforms.testMatrix2x2[1]) == float2x2(float2(3.0, 6.0), float2(4.0, 8.0)) && outerProduct(_uniforms.testMatrix3x3[0], _uniforms.testMatrix3x3[1]) == float3x3(float3(4.0, 8.0, 12.0), float3(5.0, 10.0, 15.0), float3(6.0, 12.0, 18.0))) && outerProduct(_uniforms.testMatrix2x2[0], _uniforms.testMatrix3x3[1]) == float3x2(float2(4.0, 8.0), float2(5.0, 10.0), float2(6.0, 12.0))) && outerProduct(_uniforms.testInputs, float4(1.0, 0.0, 0.0, 2.0)) == float4x4(float4(-1.25, 0.0, 0.75, 2.25), float4(0.0, 0.0, 0.0, 0.0), float4(0.0, 0.0, 0.0, 0.0), float4(-2.5, 0.0, 1.5, 4.5))) && outerProduct(_uniforms.testInputs, c12) == float2x4(float4(-1.25, 0.0, 0.75, 2.25), float4(-2.5, 0.0, 1.5, 4.5))) && outerProduct(c12, _uniforms.testInputs) == float4x2(float2(-1.25, -2.5), float2(0.0, 0.0), float2(0.75, 1.5), float2(2.25, 4.5)) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}