skia2/tests/sksl/shared/RectangleTexture.metal
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

26 lines
1.0 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
texture2d<float> test2D;
sampler test2DSmplr;
texture2d<float> test2DRect;
sampler test2DRectSmplr;
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> test2D[[texture(0)]], sampler test2DSmplr[[sampler(0)]], texture2d<float> test2DRect[[texture(1)]], sampler test2DRectSmplr[[sampler(1)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{test2D, test2DSmplr, test2DRect, test2DRectSmplr};
(void)_globals;
Outputs _out;
(void)_out;
float3 _skTemp0;
_out.sk_FragColor = _globals.test2D.sample(_globals.test2DSmplr, float2(0.5));
_out.sk_FragColor = _globals.test2DRect.sample(_globals.test2DRectSmplr, float2(0.5));
_out.sk_FragColor = _globals.test2DRect.sample(_globals.test2DRectSmplr, (_skTemp0 = float3(0.5), _skTemp0.xy / _skTemp0.z));
return _out;
}