9d24b02c2f
This reverts commit d90e09b1ae
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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>
358 lines
12 KiB
Metal
358 lines
12 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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float4 colorWhite;
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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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void out_half_vh(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper0_out_half_vh(Uniforms _uniforms, thread float& h) {
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float _var0;
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out_half_vh(_uniforms, _var0);
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h = _var0;
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}
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void out_half2_vh2(Uniforms _uniforms, thread float2& v);
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void _skOutParamHelper1_out_half2_vh2(Uniforms _uniforms, thread float2& h2) {
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float2 _var0;
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out_half2_vh2(_uniforms, _var0);
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h2 = _var0;
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}
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void out_half3_vh3(Uniforms _uniforms, thread float3& v);
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void _skOutParamHelper2_out_half3_vh3(Uniforms _uniforms, thread float3& h3) {
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float3 _var0;
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out_half3_vh3(_uniforms, _var0);
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h3 = _var0;
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}
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void out_half4_vh4(Uniforms _uniforms, thread float4& v);
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void _skOutParamHelper3_out_half4_vh4(Uniforms _uniforms, thread float4& h4) {
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float4 _var0;
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out_half4_vh4(_uniforms, _var0);
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h4 = _var0;
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}
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void out_half_vh(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper4_out_half_vh(Uniforms _uniforms, thread float3& h3) {
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float _var0;
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out_half_vh(_uniforms, _var0);
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h3.y = _var0;
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}
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void out_half2_vh2(Uniforms _uniforms, thread float2& v);
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void _skOutParamHelper5_out_half2_vh2(Uniforms _uniforms, thread float3& h3) {
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float2 _var0;
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out_half2_vh2(_uniforms, _var0);
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h3.xz = _var0;
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}
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void out_half4_vh4(Uniforms _uniforms, thread float4& v);
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void _skOutParamHelper6_out_half4_vh4(Uniforms _uniforms, thread float4& h4) {
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float4 _var0;
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out_half4_vh4(_uniforms, _var0);
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h4.zwxy = _var0;
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}
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void out_half2x2_vh22(Uniforms _uniforms, thread float2x2& v);
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void _skOutParamHelper7_out_half2x2_vh22(Uniforms _uniforms, thread float2x2& h2x2) {
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float2x2 _var0;
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out_half2x2_vh22(_uniforms, _var0);
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h2x2 = _var0;
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}
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void out_half3x3_vh33(Uniforms _uniforms, thread float3x3& v);
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void _skOutParamHelper8_out_half3x3_vh33(Uniforms _uniforms, thread float3x3& h3x3) {
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float3x3 _var0;
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out_half3x3_vh33(_uniforms, _var0);
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h3x3 = _var0;
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}
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void out_half4x4_vh44(Uniforms _uniforms, thread float4x4& v);
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void _skOutParamHelper9_out_half4x4_vh44(Uniforms _uniforms, thread float4x4& h4x4) {
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float4x4 _var0;
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out_half4x4_vh44(_uniforms, _var0);
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h4x4 = _var0;
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}
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void out_half3_vh3(Uniforms _uniforms, thread float3& v);
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void _skOutParamHelper10_out_half3_vh3(Uniforms _uniforms, thread float3x3& h3x3) {
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float3 _var0;
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out_half3_vh3(_uniforms, _var0);
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h3x3[1] = _var0;
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}
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void out_half_vh(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper11_out_half_vh(Uniforms _uniforms, thread float4x4& h4x4) {
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float _var0;
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out_half_vh(_uniforms, _var0);
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h4x4[3].w = _var0;
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}
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void out_half_vh(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper12_out_half_vh(Uniforms _uniforms, thread float2x2& h2x2) {
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float _var0;
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out_half_vh(_uniforms, _var0);
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h2x2[0].x = _var0;
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}
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void out_int_vi(Uniforms _uniforms, thread int& v);
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void _skOutParamHelper13_out_int_vi(Uniforms _uniforms, thread int& i) {
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int _var0;
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out_int_vi(_uniforms, _var0);
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i = _var0;
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}
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void out_int2_vi2(Uniforms _uniforms, thread int2& v);
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void _skOutParamHelper14_out_int2_vi2(Uniforms _uniforms, thread int2& i2) {
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int2 _var0;
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out_int2_vi2(_uniforms, _var0);
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i2 = _var0;
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}
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void out_int3_vi3(Uniforms _uniforms, thread int3& v);
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void _skOutParamHelper15_out_int3_vi3(Uniforms _uniforms, thread int3& i3) {
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int3 _var0;
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out_int3_vi3(_uniforms, _var0);
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i3 = _var0;
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}
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void out_int4_vi4(Uniforms _uniforms, thread int4& v);
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void _skOutParamHelper16_out_int4_vi4(Uniforms _uniforms, thread int4& i4) {
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int4 _var0;
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out_int4_vi4(_uniforms, _var0);
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i4 = _var0;
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}
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void out_int3_vi3(Uniforms _uniforms, thread int3& v);
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void _skOutParamHelper17_out_int3_vi3(Uniforms _uniforms, thread int4& i4) {
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int3 _var0;
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out_int3_vi3(_uniforms, _var0);
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i4.xyz = _var0;
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}
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void out_int_vi(Uniforms _uniforms, thread int& v);
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void _skOutParamHelper18_out_int_vi(Uniforms _uniforms, thread int2& i2) {
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int _var0;
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out_int_vi(_uniforms, _var0);
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i2.y = _var0;
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}
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void out_float_vf(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper19_out_float_vf(Uniforms _uniforms, thread float& f) {
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float _var0;
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out_float_vf(_uniforms, _var0);
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f = _var0;
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}
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void out_float2_vf2(Uniforms _uniforms, thread float2& v);
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void _skOutParamHelper20_out_float2_vf2(Uniforms _uniforms, thread float2& f2) {
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float2 _var0;
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out_float2_vf2(_uniforms, _var0);
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f2 = _var0;
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}
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void out_float3_vf3(Uniforms _uniforms, thread float3& v);
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void _skOutParamHelper21_out_float3_vf3(Uniforms _uniforms, thread float3& f3) {
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float3 _var0;
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out_float3_vf3(_uniforms, _var0);
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f3 = _var0;
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}
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void out_float4_vf4(Uniforms _uniforms, thread float4& v);
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void _skOutParamHelper22_out_float4_vf4(Uniforms _uniforms, thread float4& f4) {
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float4 _var0;
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out_float4_vf4(_uniforms, _var0);
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f4 = _var0;
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}
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void out_float2_vf2(Uniforms _uniforms, thread float2& v);
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void _skOutParamHelper23_out_float2_vf2(Uniforms _uniforms, thread float3& f3) {
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float2 _var0;
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out_float2_vf2(_uniforms, _var0);
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f3.xy = _var0;
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}
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void out_float_vf(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper24_out_float_vf(Uniforms _uniforms, thread float2& f2) {
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float _var0;
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out_float_vf(_uniforms, _var0);
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f2.x = _var0;
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}
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void out_float2x2_vf22(Uniforms _uniforms, thread float2x2& v);
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void _skOutParamHelper25_out_float2x2_vf22(Uniforms _uniforms, thread float2x2& f2x2) {
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float2x2 _var0;
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out_float2x2_vf22(_uniforms, _var0);
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f2x2 = _var0;
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}
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void out_float3x3_vf33(Uniforms _uniforms, thread float3x3& v);
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void _skOutParamHelper26_out_float3x3_vf33(Uniforms _uniforms, thread float3x3& f3x3) {
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float3x3 _var0;
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out_float3x3_vf33(_uniforms, _var0);
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f3x3 = _var0;
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}
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void out_float4x4_vf44(Uniforms _uniforms, thread float4x4& v);
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void _skOutParamHelper27_out_float4x4_vf44(Uniforms _uniforms, thread float4x4& f4x4) {
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float4x4 _var0;
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out_float4x4_vf44(_uniforms, _var0);
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f4x4 = _var0;
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}
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void out_float_vf(Uniforms _uniforms, thread float& v);
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void _skOutParamHelper28_out_float_vf(Uniforms _uniforms, thread float2x2& f2x2) {
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float _var0;
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out_float_vf(_uniforms, _var0);
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f2x2[0].x = _var0;
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}
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void out_bool_vb(Uniforms _uniforms, thread bool& v);
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void _skOutParamHelper29_out_bool_vb(Uniforms _uniforms, thread bool& b) {
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bool _var0;
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out_bool_vb(_uniforms, _var0);
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b = _var0;
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}
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void out_bool2_vb2(Uniforms _uniforms, thread bool2& v);
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void _skOutParamHelper30_out_bool2_vb2(Uniforms _uniforms, thread bool2& b2) {
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bool2 _var0;
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out_bool2_vb2(_uniforms, _var0);
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b2 = _var0;
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}
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void out_bool3_vb3(Uniforms _uniforms, thread bool3& v);
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void _skOutParamHelper31_out_bool3_vb3(Uniforms _uniforms, thread bool3& b3) {
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bool3 _var0;
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out_bool3_vb3(_uniforms, _var0);
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b3 = _var0;
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}
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void out_bool4_vb4(Uniforms _uniforms, thread bool4& v);
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void _skOutParamHelper32_out_bool4_vb4(Uniforms _uniforms, thread bool4& b4) {
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bool4 _var0;
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out_bool4_vb4(_uniforms, _var0);
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b4 = _var0;
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}
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void out_bool2_vb2(Uniforms _uniforms, thread bool2& v);
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void _skOutParamHelper33_out_bool2_vb2(Uniforms _uniforms, thread bool4& b4) {
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bool2 _var0;
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out_bool2_vb2(_uniforms, _var0);
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b4.xw = _var0;
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}
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void out_bool_vb(Uniforms _uniforms, thread bool& v);
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void _skOutParamHelper34_out_bool_vb(Uniforms _uniforms, thread bool3& b3) {
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bool _var0;
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out_bool_vb(_uniforms, _var0);
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b3.z = _var0;
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}
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void out_half_vh(Uniforms _uniforms, thread float& v) {
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v = _uniforms.colorWhite.x;
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}
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void out_half2_vh2(Uniforms _uniforms, thread float2& v) {
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v = float2(_uniforms.colorWhite.y);
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}
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void out_half3_vh3(Uniforms _uniforms, thread float3& v) {
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v = float3(_uniforms.colorWhite.z);
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}
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void out_half4_vh4(Uniforms _uniforms, thread float4& v) {
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v = float4(_uniforms.colorWhite.w);
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}
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void out_half2x2_vh22(Uniforms _uniforms, thread float2x2& v) {
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v = float2x2(_uniforms.colorWhite.x);
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}
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void out_half3x3_vh33(Uniforms _uniforms, thread float3x3& v) {
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v = float3x3(_uniforms.colorWhite.y);
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}
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void out_half4x4_vh44(Uniforms _uniforms, thread float4x4& v) {
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v = float4x4(_uniforms.colorWhite.z);
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}
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void out_int_vi(Uniforms _uniforms, thread int& v) {
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v = int(_uniforms.colorWhite.x);
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}
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void out_int2_vi2(Uniforms _uniforms, thread int2& v) {
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v = int2(int(_uniforms.colorWhite.y));
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}
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void out_int3_vi3(Uniforms _uniforms, thread int3& v) {
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v = int3(int(_uniforms.colorWhite.z));
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}
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void out_int4_vi4(Uniforms _uniforms, thread int4& v) {
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v = int4(int(_uniforms.colorWhite.w));
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}
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void out_float_vf(Uniforms _uniforms, thread float& v) {
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v = _uniforms.colorWhite.x;
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}
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void out_float2_vf2(Uniforms _uniforms, thread float2& v) {
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v = float2(_uniforms.colorWhite.y);
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}
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void out_float3_vf3(Uniforms _uniforms, thread float3& v) {
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v = float3(_uniforms.colorWhite.z);
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}
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void out_float4_vf4(Uniforms _uniforms, thread float4& v) {
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v = float4(_uniforms.colorWhite.w);
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}
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void out_float2x2_vf22(Uniforms _uniforms, thread float2x2& v) {
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v = float2x2(_uniforms.colorWhite.x);
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}
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void out_float3x3_vf33(Uniforms _uniforms, thread float3x3& v) {
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v = float3x3(_uniforms.colorWhite.y);
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}
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void out_float4x4_vf44(Uniforms _uniforms, thread float4x4& v) {
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v = float4x4(_uniforms.colorWhite.z);
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}
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void out_bool_vb(Uniforms _uniforms, thread bool& v) {
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v = bool(_uniforms.colorWhite.x);
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}
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void out_bool2_vb2(Uniforms _uniforms, thread bool2& v) {
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v = bool2(bool(_uniforms.colorWhite.y));
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}
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void out_bool3_vb3(Uniforms _uniforms, thread bool3& v) {
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v = bool3(bool(_uniforms.colorWhite.z));
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}
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void out_bool4_vb4(Uniforms _uniforms, thread bool4& v) {
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v = bool4(bool(_uniforms.colorWhite.w));
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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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float h;
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_skOutParamHelper0_out_half_vh(_uniforms, h);
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float2 h2;
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_skOutParamHelper1_out_half2_vh2(_uniforms, h2);
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float3 h3;
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_skOutParamHelper2_out_half3_vh3(_uniforms, h3);
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float4 h4;
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_skOutParamHelper3_out_half4_vh4(_uniforms, h4);
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_skOutParamHelper4_out_half_vh(_uniforms, h3);
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_skOutParamHelper5_out_half2_vh2(_uniforms, h3);
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_skOutParamHelper6_out_half4_vh4(_uniforms, h4);
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float2x2 h2x2;
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_skOutParamHelper7_out_half2x2_vh22(_uniforms, h2x2);
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float3x3 h3x3;
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_skOutParamHelper8_out_half3x3_vh33(_uniforms, h3x3);
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float4x4 h4x4;
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_skOutParamHelper9_out_half4x4_vh44(_uniforms, h4x4);
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_skOutParamHelper10_out_half3_vh3(_uniforms, h3x3);
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_skOutParamHelper11_out_half_vh(_uniforms, h4x4);
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_skOutParamHelper12_out_half_vh(_uniforms, h2x2);
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int i;
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_skOutParamHelper13_out_int_vi(_uniforms, i);
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int2 i2;
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_skOutParamHelper14_out_int2_vi2(_uniforms, i2);
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int3 i3;
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_skOutParamHelper15_out_int3_vi3(_uniforms, i3);
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int4 i4;
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_skOutParamHelper16_out_int4_vi4(_uniforms, i4);
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_skOutParamHelper17_out_int3_vi3(_uniforms, i4);
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_skOutParamHelper18_out_int_vi(_uniforms, i2);
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float f;
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_skOutParamHelper19_out_float_vf(_uniforms, f);
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float2 f2;
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_skOutParamHelper20_out_float2_vf2(_uniforms, f2);
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float3 f3;
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_skOutParamHelper21_out_float3_vf3(_uniforms, f3);
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float4 f4;
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_skOutParamHelper22_out_float4_vf4(_uniforms, f4);
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_skOutParamHelper23_out_float2_vf2(_uniforms, f3);
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_skOutParamHelper24_out_float_vf(_uniforms, f2);
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float2x2 f2x2;
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_skOutParamHelper25_out_float2x2_vf22(_uniforms, f2x2);
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float3x3 f3x3;
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_skOutParamHelper26_out_float3x3_vf33(_uniforms, f3x3);
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float4x4 f4x4;
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_skOutParamHelper27_out_float4x4_vf44(_uniforms, f4x4);
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_skOutParamHelper28_out_float_vf(_uniforms, f2x2);
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bool b;
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_skOutParamHelper29_out_bool_vb(_uniforms, b);
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bool2 b2;
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_skOutParamHelper30_out_bool2_vb2(_uniforms, b2);
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bool3 b3;
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_skOutParamHelper31_out_bool3_vb3(_uniforms, b3);
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bool4 b4;
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_skOutParamHelper32_out_bool4_vb4(_uniforms, b4);
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_skOutParamHelper33_out_bool2_vb2(_uniforms, b4);
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_skOutParamHelper34_out_bool_vb(_uniforms, b3);
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bool ok = true;
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ok = ok && 1.0 == (((((h * h2.x) * h3.x) * h4.x) * h2x2[0].x) * h3x3[0].x) * h4x4[0].x;
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ok = ok && 1.0 == (((((f * f2.x) * f3.x) * f4.x) * f2x2[0].x) * f3x3[0].x) * f4x4[0].x;
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ok = ok && 1 == ((i * i2.x) * i3.x) * i4.x;
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ok = ok && (((b && b2.x) && b3.x) && b4.x);
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_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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