skia2/tests/sksl/intrinsics/MatrixCompMult.metal
Jim Van Verth e7a8f85e4f Only include header once in combined MSL shader.
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>
2021-03-15 21:42:06 +00:00

30 lines
769 B
Metal

struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
float3x3 a;
float3x3 b;
float4x4 c;
float4x4 d;
};
template <int C, int R>
matrix<float, C, R> matrixCompMult(matrix<float, C, R> a, matrix<float, C, R> b) {
matrix<float, C, R> result;
for (int c = 0; c < C; ++c) {
result[c] = a[c] * b[c];
}
return result;
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{{}, {}, {}, {}};
(void)_globals;
Outputs _out;
(void)_out;
_out.sk_FragColor.xyz = matrixCompMult(_globals.a, _globals.b)[0];
_out.sk_FragColor = matrixCompMult(_globals.c, _globals.d)[0];
return _out;
}