skia2/tests/sksl/blend/golden/BlendHardLight.metal
John Stiles aeae3a58e3 Add golden outputs for the Metal backend.
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>
2020-09-25 17:46:43 +00:00

55 lines
1.8 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
float4 srcdst;
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float _blend_overlay_component(float2 s, float2 d) {
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);
}
float4 blend_overlay(float4 src, float4 dst) {
float _1_blend_overlay_component;
float2 _2_s = src.xw;
float2 _3_d = dst.xw;
{
_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);
}
float _4_blend_overlay_component;
float2 _5_s = src.yw;
float2 _6_d = dst.yw;
{
_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);
}
float _7_blend_overlay_component;
float2 _8_s = src.zw;
float2 _9_d = dst.zw;
{
_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);
}
float4 result = float4(_1_blend_overlay_component, _4_blend_overlay_component, _7_blend_overlay_component, src.w + (1.0 - src.w) * dst.w);
result.xyz = result.xyz + dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
return result;
}
float4 blend_hard_light(float4 src, float4 dst) {
return blend_overlay(dst, src);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
float4 _0_blend_hard_light;
{
_0_blend_hard_light = blend_overlay(_in.dst, _in.src);
}
_out->sk_FragColor = _0_blend_hard_light;
return *_out;
}