aeae3a58e3
This CL also updates the blend tests to use sk_FragColor instead of returning a half4, as the Metal backend assumes that a fragment processor's `main` will return void and always synthesizes a `return *_out;` at the end. (context link: https://osscs.corp.google.com/android/platform/superproject/+/master:external/skqp/src/sksl/SkSLMetalCodeGenerator.cpp;l=803;drc=842d31b14159626054e01dd32826563a8f4214bf ) BYPASS_INCLUSIVE_LANGUAGE_REASON=see http://b/168134166 Change-Id: I330a456bf25ee72d3a29c59cd624625378ae80a0 Bug: skia:10649, skia:10757, skia:10758, skia:10759, skia:10760, skia:10761, skia:10762 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/319409 Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
55 lines
1.8 KiB
Metal
55 lines
1.8 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 Inputs {
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float4 srcdst;
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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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float _blend_overlay_component(float2 s, float2 d) {
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return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
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}
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float4 blend_overlay(float4 src, float4 dst) {
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float _1_blend_overlay_component;
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float2 _2_s = src.xw;
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float2 _3_d = dst.xw;
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{
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_1_blend_overlay_component = 2.0 * _3_d.x <= _3_d.y ? (2.0 * _2_s.x) * _3_d.x : _2_s.y * _3_d.y - (2.0 * (_3_d.y - _3_d.x)) * (_2_s.y - _2_s.x);
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}
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float _4_blend_overlay_component;
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float2 _5_s = src.yw;
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float2 _6_d = dst.yw;
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{
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_4_blend_overlay_component = 2.0 * _6_d.x <= _6_d.y ? (2.0 * _5_s.x) * _6_d.x : _5_s.y * _6_d.y - (2.0 * (_6_d.y - _6_d.x)) * (_5_s.y - _5_s.x);
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}
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float _7_blend_overlay_component;
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float2 _8_s = src.zw;
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float2 _9_d = dst.zw;
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{
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_7_blend_overlay_component = 2.0 * _9_d.x <= _9_d.y ? (2.0 * _8_s.x) * _9_d.x : _8_s.y * _9_d.y - (2.0 * (_9_d.y - _9_d.x)) * (_8_s.y - _8_s.x);
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}
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float4 result = float4(_1_blend_overlay_component, _4_blend_overlay_component, _7_blend_overlay_component, src.w + (1.0 - src.w) * dst.w);
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result.xyz = result.xyz + dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
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return result;
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}
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float4 blend_hard_light(float4 src, float4 dst) {
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return blend_overlay(dst, src);
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float4 _0_blend_hard_light;
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{
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_0_blend_hard_light = blend_overlay(_in.dst, _in.src);
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}
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_out->sk_FragColor = _0_blend_hard_light;
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return *_out;
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}
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