eb68973c2f
The GLSL spec allows matrix constructors containing vectors that would split between multiple columns of the matrix. However, in practice, this does not actually work well on a lot of GPUs! - "cast not allowed", "internal error": Tegra 3 Quadro P400 GTX 660 GTX 960 - Compiles, but generates wrong result: RadeonR9M470X RadeonHD7770 Since this isn't a pattern we expect to see in user code, we now report it as an error at compile time. mat2(vec4) is treated as an exceptional case and still allowed. Change-Id: Id6925984a2d1ec948aec4defcc790a197a96cf86 Bug: skia:12443 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449518 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
181 lines
9.1 KiB
Metal
181 lines
9.1 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 Uniforms {
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float4 colorGreen;
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float4 colorRed;
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float2x2 testMatrix2x2;
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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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thread bool operator==(const float2x3 left, const float2x3 right);
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thread bool operator!=(const float2x3 left, const float2x3 right);
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thread bool operator==(const float2x4 left, const float2x4 right);
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thread bool operator!=(const float2x4 left, const float2x4 right);
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thread bool operator==(const float3x2 left, const float3x2 right);
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thread bool operator!=(const float3x2 left, const float3x2 right);
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thread bool operator==(const float3x4 left, const float3x4 right);
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thread bool operator!=(const float3x4 left, const float3x4 right);
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thread bool operator==(const float4x2 left, const float4x2 right);
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thread bool operator!=(const float4x2 left, const float4x2 right);
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thread bool operator==(const float4x3 left, const float4x3 right);
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thread bool operator!=(const float4x3 left, const float4x3 right);
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thread bool operator==(const float2x2 left, const float2x2 right);
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thread bool operator!=(const float2x2 left, const float2x2 right);
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thread bool operator==(const float3x3 left, const float3x3 right);
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thread bool operator!=(const float3x3 left, const float3x3 right);
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thread bool operator==(const float2x3 left, const float2x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x3 left, const float2x3 right) {
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return !(left == right);
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}
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thread bool operator==(const float2x4 left, const float2x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x4 left, const float2x4 right) {
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return !(left == right);
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}
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thread bool operator==(const float3x2 left, const float3x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x2 left, const float3x2 right) {
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return !(left == right);
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}
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thread bool operator==(const float3x4 left, const float3x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x4 left, const float3x4 right) {
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return !(left == right);
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}
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thread bool operator==(const float4x2 left, const float4x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x2 left, const float4x2 right) {
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return !(left == right);
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}
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thread bool operator==(const float4x3 left, const float4x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x3 left, const float4x3 right) {
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return !(left == right);
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}
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thread bool operator==(const float2x2 left, const float2x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x2 left, const float2x2 right) {
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return !(left == right);
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}
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thread bool operator==(const float3x3 left, const float3x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x3 left, const float3x3 right) {
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return !(left == right);
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}
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thread float2x4 operator/(const float2x4 left, const float2x4 right) {
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return float2x4(left[0] / right[0], left[1] / right[1]);
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}
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thread float2x4& operator/=(thread float2x4& left, thread const float2x4& right) {
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left = left / right;
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return left;
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}
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float4 float4_from_float2x2(float2x2 x) {
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return float4(x[0].xy, x[1].xy);
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}
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bool test_half_b(Uniforms _uniforms) {
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bool ok = true;
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float2x3 m23 = float2x3(2.0);
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ok = ok && m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0));
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float2x4 m24 = float2x4(3.0);
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ok = ok && m24 == float2x4(float4(3.0, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0));
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float3x2 m32 = float3x2(4.0);
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ok = ok && m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0));
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float3x4 m34 = float3x4(5.0);
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ok = ok && m34 == float3x4(float4(5.0, 0.0, 0.0, 0.0), float4(0.0, 5.0, 0.0, 0.0), float4(0.0, 0.0, 5.0, 0.0));
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float4x2 m42 = float4x2(6.0);
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ok = ok && m42 == float4x2(float2(6.0, 0.0), float2(0.0, 6.0), float2(0.0, 0.0), float2(0.0, 0.0));
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float4x3 m43 = float4x3(7.0);
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ok = ok && m43 == float4x3(float3(7.0, 0.0, 0.0), float3(0.0, 7.0, 0.0), float3(0.0, 0.0, 7.0), float3(0.0, 0.0, 0.0));
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float2x2 m22 = m32 * m23;
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ok = ok && m22 == float2x2(8.0);
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float3x3 m33 = m43 * m34;
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ok = ok && m33 == float3x3(35.0);
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m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0);
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ok = ok && m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0));
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m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0);
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ok = ok && m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0));
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m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0);
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ok = ok && m24 == float2x4(float4(0.75, 0.0, 0.0, 0.0), float4(0.0, 0.75, 0.0, 0.0));
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float4 h4 = float4_from_float2x2(_uniforms.testMatrix2x2);
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ok = ok && float2x3(h4.xyz, float3(h4.w, h4.xy)) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0));
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ok = ok && float2x4(float4(h4.xyz, h4.w), float4(h4.x, h4.yzw)) == float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
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ok = ok && float3x2(h4.xy, h4.zw, float2(h4.x, h4.y)) == float3x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0));
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ok = ok && float3x4(float4(h4.xy, h4.zw), h4, float4(h4.x, h4.yz, h4.w)) == float3x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
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ok = ok && float4x2(h4.xy, float2(h4.z, h4.w), h4.xy, float2(h4.z, h4.w)) == float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0), float2(3.0, 4.0));
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ok = ok && float4x3(float3(h4.x, h4.yz), float3(h4.wx, h4.y), h4.zwx, h4.yzw) == float4x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0), float3(2.0, 3.0, 4.0));
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return ok;
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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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bool _0_ok = true;
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float2x3 _1_m23 = float2x3(2.0);
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_0_ok = _0_ok && _1_m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0));
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float2x4 _2_m24 = float2x4(3.0);
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_0_ok = _0_ok && _2_m24 == float2x4(float4(3.0, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0));
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float3x2 _3_m32 = float3x2(4.0);
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_0_ok = _0_ok && _3_m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0));
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float3x4 _4_m34 = float3x4(5.0);
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_0_ok = _0_ok && _4_m34 == float3x4(float4(5.0, 0.0, 0.0, 0.0), float4(0.0, 5.0, 0.0, 0.0), float4(0.0, 0.0, 5.0, 0.0));
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float4x2 _5_m42 = float4x2(6.0);
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_0_ok = _0_ok && _5_m42 == float4x2(float2(6.0, 0.0), float2(0.0, 6.0), float2(0.0, 0.0), float2(0.0, 0.0));
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float4x3 _6_m43 = float4x3(7.0);
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_0_ok = _0_ok && _6_m43 == float4x3(float3(7.0, 0.0, 0.0), float3(0.0, 7.0, 0.0), float3(0.0, 0.0, 7.0), float3(0.0, 0.0, 0.0));
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float2x2 _7_m22 = _3_m32 * _1_m23;
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_0_ok = _0_ok && _7_m22 == float2x2(8.0);
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float3x3 _8_m33 = _6_m43 * _4_m34;
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_0_ok = _0_ok && _8_m33 == float3x3(35.0);
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_1_m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0);
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_0_ok = _0_ok && _1_m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0));
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_3_m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0);
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_0_ok = _0_ok && _3_m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0));
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_2_m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0);
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_0_ok = _0_ok && _2_m24 == float2x4(float4(0.75, 0.0, 0.0, 0.0), float4(0.0, 0.75, 0.0, 0.0));
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float4 _10_f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
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_0_ok = _0_ok && float2x3(_10_f4.xyz, float3(_10_f4.w, _10_f4.xy)) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0));
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_0_ok = _0_ok && float2x4(float4(_10_f4.xyz, _10_f4.w), float4(_10_f4.x, _10_f4.yzw)) == float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
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_0_ok = _0_ok && float3x2(_10_f4.xy, _10_f4.zw, float2(_10_f4.x, _10_f4.y)) == float3x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0));
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_0_ok = _0_ok && float3x4(float4(_10_f4.xy, _10_f4.zw), _10_f4, float4(_10_f4.x, _10_f4.yz, _10_f4.w)) == float3x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
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_0_ok = _0_ok && float4x2(_10_f4.xy, float2(_10_f4.z, _10_f4.w), _10_f4.xy, float2(_10_f4.z, _10_f4.w)) == float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0), float2(3.0, 4.0));
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_0_ok = _0_ok && float4x3(float3(_10_f4.x, _10_f4.yz), float3(_10_f4.wx, _10_f4.y), _10_f4.zwx, _10_f4.yzw) == float4x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0), float3(2.0, 3.0, 4.0));
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_out.sk_FragColor = _0_ok && test_half_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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