3934647d22
This is a reland of 830c69ca66
Original change's description:
> Implement operator== and != for Metal structs and arrays.
>
> GLSL/SkSL assumes that == and != on struct/array types should work.
> We need to emit equality and inequality operators whenever we find code
> that compares a struct or array.
>
> Structs and arrays can be arbitrarily nested, and either type can
> contain a matrix. All of these things need custom equality operators in
> Metal. Therefore, we need to recursively generate comparison operators
> when any of these types are encountered.
>
> For arrays we get lucky, and we can cover all possible array types and
> sizes with a single templated operator== method. Structs and matrices
> have no such luck, and are generated separately on a per-type basis.
>
> For each of these types, operator== is implemented as an equality check
> on each field, and operator!= is implemented in terms of operator==.
> Equality and inequality are always emitted together. (Previously, matrix
> equality and inequality were emitted and implemented independently, but
> this is no longer the case.)
>
> Change-Id: I69ee01c0a390d7db6bcb2253ed6336ab20cc4d1d
> Bug: skia:11908, skia:11924
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402016
> Auto-Submit: John Stiles <johnstiles@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
Bug: skia:11908, skia:11924, skia:11929
Change-Id: I6336b6125e9774c1ca73e3d497e3466f11f6f25f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402559
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
52 lines
1.6 KiB
Metal
52 lines
1.6 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 S {
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int x;
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int y;
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};
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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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template <typename T, size_t N>
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bool operator==(thread const array<T, N>& left, thread const array<T, N>& right) {
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for (size_t index = 0; index < N; ++index) {
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if (!(left[index] == right[index])) {
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return false;
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}
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}
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return true;
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}
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template <typename T, size_t N>
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bool operator!=(thread const array<T, N>& left, thread const array<T, N>& right) {
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return !(left == right);
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}
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thread bool operator==(thread const S& left, thread const S& right) {
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return (left.x == right.x) &&
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(left.y == right.y);
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}
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thread bool operator!=(thread const S& left, thread const S& right) {
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return !(left == right);
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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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array<float, 4> f1 = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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array<float, 4> f2 = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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array<float, 4> f3 = array<float, 4>{1.0, 2.0, 3.0, -4.0};
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array<S, 3> s1 = array<S, 3>{S{1, 2}, S{3, 4}, S{5, 6}};
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array<S, 3> s2 = array<S, 3>{S{1, 2}, S{0, 0}, S{5, 6}};
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array<S, 3> s3 = array<S, 3>{S{1, 2}, S{3, 4}, S{5, 6}};
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_out.sk_FragColor = ((f1 == f2 && f1 != f3) && s1 != s2) && s3 == s1 ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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