skia2/tests/sksl/shared/Matrices.metal
John Stiles eb68973c2f Disallow matrix ctors which overflow a column.
The GLSL spec allows matrix constructors containing vectors that would
split between multiple columns of the matrix. However, in practice, this
does not actually work well on a lot of GPUs!

- "cast not allowed", "internal error":
	Tegra 3
	Quadro P400
	GTX 660
	GTX 960
- Compiles, but generates wrong result:
	RadeonR9M470X
	RadeonHD7770

Since this isn't a pattern we expect to see in user code, we now report
it as an error at compile time. mat2(vec4) is treated as an exceptional
case and still allowed.

Change-Id: Id6925984a2d1ec948aec4defcc790a197a96cf86
Bug: skia:12443
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449518
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-09-16 22:14:49 +00:00

121 lines
6.2 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float2x2 testMatrix2x2;
};
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 float4x4 left, const float4x4 right);
thread bool operator!=(const float4x4 left, const float4x4 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);
}
thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) {
left = left * right;
return left;
}
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 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);
}
float4 float4_from_float2x2(float2x2 x) {
return float4(x[0].xy, x[1].xy);
}
bool test_half_b(Uniforms _uniforms) {
bool ok = true;
float2x2 m1 = _uniforms.testMatrix2x2;
ok = ok && m1 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
float2x2 m3 = m1;
ok = ok && m3 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
float2x2 m4 = float2x2(6.0);
ok = ok && m4 == float2x2(float2(6.0, 0.0), float2(0.0, 6.0));
m3 *= m4;
ok = ok && m3 == float2x2(float2(6.0, 12.0), float2(18.0, 24.0));
float2x2 m5 = float2x2(m1[1].y);
ok = ok && m5 == float2x2(float2(4.0, 0.0), float2(0.0, 4.0));
m1 += m5;
ok = ok && m1 == float2x2(float2(5.0, 2.0), float2(3.0, 8.0));
float2x2 m7 = float2x2(float2(5.0, 6.0), float2(7.0, 8.0));
ok = ok && m7 == float2x2(float2(5.0, 6.0), float2(7.0, 8.0));
float3x3 m9 = float3x3(9.0);
ok = ok && m9 == float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 9.0));
float4x4 m10 = float4x4(11.0);
ok = ok && m10 == float4x4(float4(11.0, 0.0, 0.0, 0.0), float4(0.0, 11.0, 0.0, 0.0), float4(0.0, 0.0, 11.0, 0.0), float4(0.0, 0.0, 0.0, 11.0));
float4x4 m11 = float4x4(float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0));
m11 -= m10;
ok = ok && m11 == float4x4(float4(9.0, 20.0, 20.0, 20.0), float4(20.0, 9.0, 20.0, 20.0), float4(20.0, 20.0, 9.0, 20.0), float4(20.0, 20.0, 20.0, 9.0));
float4 h4 = float4_from_float2x2(_uniforms.testMatrix2x2);
ok = ok && float2x2(h4.xy, float2(h4.z, 4.0)) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
ok = ok && float3x3(float3(h4.xy, h4.z), float3(h4.w, h4.xy), float3(h4.zw, h4.x)) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
ok = ok && float4x4(float4(h4.xy, h4.zw), float4(h4.xyz, h4.w), h4, float4(1.0, h4.yzw)) == float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
return ok;
}
bool test_comma_b() {
float2x2 x;
float2x2 y;
return ((x = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)) , y = 0.5 * float2x2(float2(2.0, 4.0), float2(6.0, 8.0))) , x == y);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
bool _0_ok = true;
float2x2 _1_m1 = _uniforms.testMatrix2x2;
_0_ok = _0_ok && _1_m1 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
float2x2 _2_m3 = _1_m1;
_0_ok = _0_ok && _2_m3 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
float2x2 _3_m4 = float2x2(6.0);
_0_ok = _0_ok && _3_m4 == float2x2(float2(6.0, 0.0), float2(0.0, 6.0));
_2_m3 *= _3_m4;
_0_ok = _0_ok && _2_m3 == float2x2(float2(6.0, 12.0), float2(18.0, 24.0));
float2x2 _4_m5 = float2x2(_1_m1[1].y);
_0_ok = _0_ok && _4_m5 == float2x2(float2(4.0, 0.0), float2(0.0, 4.0));
_1_m1 += _4_m5;
_0_ok = _0_ok && _1_m1 == float2x2(float2(5.0, 2.0), float2(3.0, 8.0));
float2x2 _5_m7 = float2x2(float2(5.0, 6.0), float2(7.0, 8.0));
_0_ok = _0_ok && _5_m7 == float2x2(float2(5.0, 6.0), float2(7.0, 8.0));
float3x3 _6_m9 = float3x3(9.0);
_0_ok = _0_ok && _6_m9 == float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 9.0));
float4x4 _7_m10 = float4x4(11.0);
_0_ok = _0_ok && _7_m10 == float4x4(float4(11.0, 0.0, 0.0, 0.0), float4(0.0, 11.0, 0.0, 0.0), float4(0.0, 0.0, 11.0, 0.0), float4(0.0, 0.0, 0.0, 11.0));
float4x4 _8_m11 = float4x4(float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0));
_8_m11 -= _7_m10;
_0_ok = _0_ok && _8_m11 == float4x4(float4(9.0, 20.0, 20.0, 20.0), float4(20.0, 9.0, 20.0, 20.0), float4(20.0, 20.0, 9.0, 20.0), float4(20.0, 20.0, 20.0, 9.0));
float4 _9_f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
_0_ok = _0_ok && float2x2(_9_f4.xy, float2(_9_f4.z, 4.0)) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_0_ok = _0_ok && float3x3(float3(_9_f4.xy, _9_f4.z), float3(_9_f4.w, _9_f4.xy), float3(_9_f4.zw, _9_f4.x)) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
_0_ok = _0_ok && float4x4(float4(_9_f4.xy, _9_f4.zw), float4(_9_f4.xyz, _9_f4.w), _9_f4, float4(1.0, _9_f4.yzw)) == float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
_out.sk_FragColor = (_0_ok && test_half_b(_uniforms)) && test_comma_b() ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}