skia2/tests/sksl/shared/Assignment.metal
John Stiles 9b9805959d Reland "Add support for half-precision types in Metal."
This reverts commit 9d24b02c2f.

Reason for revert: needs premul/unpremul conversion fix (http://review.skia.org/465798)

Original change's description:
> Revert "Add support for half-precision types in Metal."
>
> This reverts commit d90e09b1ae.
>
> Reason for revert: MacMini failing CompressedBackendAllocationTest
>
> Original change's description:
> > Add support for half-precision types in Metal.
> >
> > This will hopefully improve performance on lower-end GPUs.
> >
> > Change-Id: I9c2ee6dc31acd08bec0bfb5f59edc3cf90163f9e
> > Bug: skia:12339
> > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465078
> > Auto-Submit: John Stiles <johnstiles@google.com>
> > Reviewed-by: Brian Osman <brianosman@google.com>
> > Commit-Queue: John Stiles <johnstiles@google.com>
>
> Bug: skia:12339
> Change-Id: Ic5aa4bef454ca67f5ce26c600444d9565e0158cb
> No-Presubmit: true
> No-Tree-Checks: true
> No-Try: true
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465796
> Auto-Submit: Brian Osman <brianosman@google.com>
> Commit-Queue: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
> Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>

Bug: skia:12339
Change-Id: I53a8a6fef299da15d206d884ba7029820ffcff43
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465799
Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com>
Commit-Queue: John Stiles <johnstiles@google.com>
2021-10-30 14:33:52 +00:00

66 lines
1.5 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct S {
float f;
array<float, 5> af;
half4 h4;
array<half4, 5> ah4;
};
struct Uniforms {
half4 colorGreen;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
struct Globals {
half4 globalVar;
S globalStruct;
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{{}, {}};
(void)_globals;
Outputs _out;
(void)_out;
int i;
i = 0;
int4 i4;
i4 = int4(1, 2, 3, 4);
float3x3 f3x3;
f3x3 = float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0));
half4 x;
x.w = 0.0h;
x.yx = half2(0.0h);
array<int, 1> ai;
ai[0] = 0;
array<int4, 1> ai4;
ai4[0] = int4(1, 2, 3, 4);
array<half3x3, 1> ah2x4;
ah2x4[0] = half3x3(half3(1.0h, 2.0h, 3.0h), half3(4.0h, 5.0h, 6.0h), half3(7.0h, 8.0h, 9.0h));
array<float4, 1> af4;
af4[0].x = 0.0;
af4[0].ywxz = float4(1.0);
S s;
s.f = 0.0;
s.af[1] = 0.0;
s.h4.zxy = half3(9.0h);
s.ah4[2].yw = half2(5.0h);
_globals.globalVar = half4(0.0h);
_globals.globalStruct.f = 0.0;
half l;
l = 0.0h;
ai[0] += ai4[0].x;
s.f = 1.0;
s.af[0] = 2.0;
s.h4 = half4(1.0h);
s.ah4[0] = half4(2.0h);
af4[0] *= float(ah2x4[0][0].x);
i4.y = i4.y * i;
x.y = x.y * l;
s.f *= float(l);
_out.sk_FragColor = _uniforms.colorGreen;
return _out;
}