47ee0caa10
This improves the test output for Metal. Previously, the Metal output was just an error message, since 1D textures were unsupported. Now we have a valid golden output for the 2D case in Metal. (1D is still unsupported and is likely to remain unsupported; Skia currently has no use case for 1D textures.) Change-Id: I91977712030f08e371cc6bfb2afa578940ca00b7 Bug: skia:10797 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/330940 Auto-Submit: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
25 lines
854 B
Metal
25 lines
854 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 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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struct Globals {
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texture2d<float> tex;
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sampler texSmplr;
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> tex[[texture(0)]], sampler texSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Globals globalStruct{tex, texSmplr};
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thread Globals* _globals = &globalStruct;
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(void)_globals;
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float3 tmpCoord0;
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float4 a = _globals->tex.sample(_globals->texSmplr, float2(0.0));
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float4 b = _globals->tex.sample(_globals->texSmplr, (tmpCoord0 = float3(0.0), tmpCoord0.xy / tmpCoord0.z));
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_out->sk_FragColor = float4(a.xy, b.zw);
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return *_out;
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}
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