82d4c12dd9
This is a reland of 23d8f94535
Original change's description:
> Fix array-of-matrix/struct comparisons in Metal.
>
> Metal needs helper functions in order to compare arrays, structs, and
> matrices. Depending on the input code, it was possible for the
> array-comparison helper to be emitted before a matrix-comparison
> or struct-comparison helper. If this occurred, array comparisons of that
> matrix or struct type would fail, because the operator== for the array's
> inner type was defined after array==, and Metal (like C++) parses
> top-to-bottom and only considers functions declared above the current
> function.
>
> We now emit prototypes for all the array, struct and matrix helper
> function. These prototypes are emitted above any helper functions. This
> ensures visibility no matter how your comparisons are organized.
>
> Change-Id: Ib3d8828c301fd0fa6c209788f9ea60800371edbe
> Bug: skia:12326
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/437739
> Commit-Queue: John Stiles <johnstiles@google.com>
> Auto-Submit: John Stiles <johnstiles@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
Bug: skia:12326
Change-Id: Ife68020f6b01fae973b97f76099c6d5e8215636c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/438296
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
68 lines
3.0 KiB
Metal
68 lines
3.0 KiB
Metal
#include <metal_stdlib>
|
|
#include <simd/simd.h>
|
|
using namespace metal;
|
|
struct Uniforms {
|
|
float4 colorGreen;
|
|
float4 colorRed;
|
|
};
|
|
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 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);
|
|
}
|
|
|
|
float3x3 float3x3_inverse(float3x3 m) {
|
|
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
|
|
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
|
|
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
|
|
float b01 = a22*a11 - a12*a21;
|
|
float b11 = -a22*a10 + a12*a20;
|
|
float b21 = a21*a10 - a11*a20;
|
|
float det = a00*b01 + a01*b11 + a02*b21;
|
|
return float3x3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11),
|
|
b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10),
|
|
b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) * (1/det);
|
|
}
|
|
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
|
|
Outputs _out;
|
|
(void)_out;
|
|
float2x2 inv2x2 = float2x2(float2(-2.0, 1.0), float2(1.5, -0.5));
|
|
float3x3 inv3x3 = float3x3(float3(-24.0, 18.0, 5.0), float3(20.0, -15.0, -4.0), float3(-5.0, 4.0, 1.0));
|
|
float4x4 inv4x4 = float4x4(float4(-2.0, -0.5, 1.0, 0.5), float4(1.0, 0.5, 0.0, -0.5), float4(-8.0, -1.0, 2.0, 2.0), float4(3.0, 0.5, -1.0, -0.5));
|
|
_out.sk_FragColor = ((float2x2(float2(-2.0, 1.0), float2(1.5, -0.5)) == inv2x2 && float3x3(float3(-24.0, 18.0, 5.0), float3(20.0, -15.0, -4.0), float3(-5.0, 4.0, 1.0)) == inv3x3) && float4x4(float4(-2.0, -0.5, 1.0, 0.5), float4(1.0, 0.5, 0.0, -0.5), float4(-8.0, -1.0, 2.0, 2.0), float4(3.0, 0.5, -1.0, -0.5)) == inv4x4) && float3x3_inverse(float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0))) != inv3x3 ? _uniforms.colorGreen : _uniforms.colorRed;
|
|
return _out;
|
|
}
|