skia2/tests/sksl/blend/BlendSaturation.metal
Brian Osman 58134e1408 Fix const globals in Metal
We were emitting this at global scope (not in Globals). That would lead
to errors about the variable needing to be in the constant address
space. (You can see the result in ConstArray.metal - the old code was
invalid). Also, we were already making references use _globals, so the
code was double-wrong (or half-right, depending on your perspective).

After the core change, writeVarDeclaration was only used for local
scope, and writeModifiers never used the 'globalContext' parameter.

The removal of finishLine() changed every test output, unfortunately.

Change-Id: Icc1356ba2cc3c339b2f5759b3d18523fd39395bc
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/408356
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2021-05-13 21:11:10 +00:00

61 lines
2.7 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 src;
float4 dst;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) {
float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + (result - lum) * (lum / (lum - minComp));
}
if (maxComp > alpha && maxComp != lum) {
return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
} else {
return result;
}
}
float3 _blend_set_color_saturation_helper_h3h3h(float3 minMidMax, float sat) {
if (minMidMax.x < minMidMax.z) {
return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
} else {
return float3(0.0);
}
}
float3 _blend_set_color_saturation_h3h3h3(float3 hueLumColor, float3 satColor) {
float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor, sat);
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.xzy, sat).xzy;
} else {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zxy, sat).yzx;
}
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yxz, sat).yxz;
} else if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.yzx, sat).zxy;
} else {
return _blend_set_color_saturation_helper_h3h3h(hueLumColor.zyx, sat).zyx;
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float _0_alpha = _uniforms.dst.w * _uniforms.src.w;
float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w;
float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
_out.sk_FragColor = float4((((_blend_set_color_luminance_h3h3hh3(_blend_set_color_saturation_h3h3h3(_2_dsa, _1_sda), _0_alpha, _2_dsa) + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha);
return _out;
}