bf58add00e
This reverts commit e7a8f85e4f
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Reason for revert: must revert dependent CL
Original change's description:
> Only include header once in combined MSL shader.
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> Bug: skia:11389
> Change-Id: I3e24dcaa2cfeddc7efd7985f9f42a59bfc8175f2
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385137
> Reviewed-by: John Stiles <johnstiles@google.com>
> Commit-Queue: Jim Van Verth <jvanverth@google.com>
TBR=jvanverth@google.com,johnstiles@google.com
Change-Id: I7a886b6c57a666e54e65365e41dcb57bd9ab4ba6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:11389
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385237
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
57 lines
2.2 KiB
Metal
57 lines
2.2 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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};
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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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float3x3 float3x3_from_float2x3(float2x3 x0) {
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return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(0.0, 0.0, 1.0));
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}
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float3x3 float3x3_from_float3x2(float3x2 x0) {
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return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0));
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}
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float4x4 float4x4_from_float4x3(float4x3 x0) {
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return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(x0[3].xyz, 1.0));
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}
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float4x3 float4x3_from_float4x2(float4x2 x0) {
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return float4x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0), float3(x0[3].xy, 0.0));
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}
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float4x4 float4x4_from_float3x4(float3x4 x0) {
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return float4x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw), float4(0.0, 0.0, 0.0, 1.0));
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}
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float3x4 float3x4_from_float2x4(float2x4 x0) {
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return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(0.0, 0.0, 1.0, 0.0));
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}
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float2x4 float2x4_from_float4x2(float4x2 x0) {
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return float2x4(float4(x0[0].xy, 0.0, 0.0), float4(x0[1].xy, 0.0, 0.0));
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}
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float4x2 float4x2_from_float2x4(float2x4 x0) {
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return float4x2(float2(x0[0].xy), float2(x0[1].xy), float2(0.0, 0.0), float2(0.0, 0.0));
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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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float result = 0.0;
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float3x3 g = float3x3_from_float2x3(float2x3(1.0));
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result += g[0].x;
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float3x3 h = float3x3_from_float3x2(float3x2(1.0));
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result += h[0].x;
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float4x4 i = float4x4_from_float4x3(float4x3_from_float4x2(float4x2(1.0)));
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result += i[0].x;
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float4x4 j = float4x4_from_float3x4(float3x4_from_float2x4(float2x4(1.0)));
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result += j[0].x;
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float2x4 k = float2x4_from_float4x2(float4x2(1.0));
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result += k[0].x;
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float4x2 l = float4x2_from_float2x4(float2x4(1.0));
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result += l[0].x;
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_out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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