143e850237
We didn't have any tests which exercised the non-square matrix case (because such a test requires ES3), so it was silently broken. It's now fixed. The tests exposed a DIFFERENT Quadro P400 bug which will be fixed separately. Change-Id: Icf24acad5ea6f18aea3d8aa5a903e7bea41a5c23 Bug: skia:12443 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/448379 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
100 lines
4.4 KiB
Metal
100 lines
4.4 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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float4 colorGreen;
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float4 colorRed;
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float2x2 testMatrix2x2;
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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 float2x3 left, const float2x3 right);
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thread bool operator!=(const float2x3 left, const float2x3 right);
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thread bool operator==(const float2x4 left, const float2x4 right);
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thread bool operator!=(const float2x4 left, const float2x4 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 float4x2 left, const float4x2 right);
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thread bool operator!=(const float4x2 left, const float4x2 right);
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thread bool operator==(const float4x3 left, const float4x3 right);
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thread bool operator!=(const float4x3 left, const float4x3 right);
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float4 float4_from_float2x2(float2x2 x) {
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return float4(x[0].xy, x[1].xy);
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}
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thread bool operator==(const float2x3 left, const float2x3 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 float2x3 left, const float2x3 right) {
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return !(left == right);
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}
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float2x3 float2x3_from_float4_float2(float4 x0, float2 x1) {
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return float2x3(float3(x0[0], x0[1], x0[2]), float3(x0[3], x1[0], x1[1]));
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}
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thread bool operator==(const float2x4 left, const float2x4 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 float2x4 left, const float2x4 right) {
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return !(left == right);
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}
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float2x4 float2x4_from_float3_float4_float(float3 x0, float4 x1, float x2) {
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return float2x4(float4(x0[0], x0[1], x0[2], x1[0]), float4(x1[1], x1[2], x1[3], x2));
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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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float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) {
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return float3x3(float3(x0[0], x0[1], x1[0]), float3(x1[1], x2[0], x2[1]), float3(x2[2], x2[3], x3));
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}
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thread bool operator==(const float4x2 left, const float4x2 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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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x2 left, const float4x2 right) {
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return !(left == right);
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}
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float4x2 float4x2_from_float3_float4_float(float3 x0, float4 x1, float x2) {
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return float4x2(float2(x0[0], x0[1]), float2(x0[2], x1[0]), float2(x1[1], x1[2]), float2(x1[3], x2));
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}
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thread bool operator==(const float4x3 left, const float4x3 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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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x3 left, const float4x3 right) {
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return !(left == right);
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}
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float4x3 float4x3_from_float_float4_float4_float3(float x0, float4 x1, float4 x2, float3 x3) {
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return float4x3(float3(x0, x1[0], x1[1]), float3(x1[2], x1[3], x2[0]), float3(x2[1], x2[2], x2[3]), float3(x3[0], x3[1], x3[2]));
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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 f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
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bool ok = float2x3_from_float4_float2(f4, f4.xy) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0));
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ok = ok && float2x4_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
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ok = ok && float3x3_from_float2_float2_float4_float(f4.xy, f4.zw, f4, f4.x) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
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ok = ok && float4x2_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0), float2(3.0, 4.0));
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ok = ok && float4x3_from_float_float4_float4_float3(f4.x, f4.yzwx, f4.yzwx, f4.yzw) == float4x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0), float3(2.0, 3.0, 4.0));
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_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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