368166262a
Improved tests caught a longstanding bug in the compile-time optimization logic for round/roundEven. These would *always* round to an even number even when it didn't make sense to do so. (e.g. 3.1 would round to 4.) RoundEven isn't available in lower shader models of Direct3D; SPIRV-Cross throws if it's unavailable. We may need a caps bit for this. Change-Id: I3cc50238a2116b8d4e2c4059730d8b5cfb2bb056 Bug: skia:12022, skia:12352 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441078 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
21 lines
801 B
Metal
21 lines
801 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 Uniforms {
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float4 testInputs;
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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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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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const float4 expectedA = float4(-1.0, 0.0, 0.0, 2.0);
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_out.sk_FragColor = ((trunc(_uniforms.testInputs.x) == -1.0 && all(trunc(_uniforms.testInputs.xy) == float2(-1.0, 0.0))) && all(trunc(_uniforms.testInputs.xyz) == float3(-1.0, 0.0, 0.0))) && all(trunc(_uniforms.testInputs) == expectedA) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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