b37100de7d
The inverse, outerProduct and matrixCompMult polyfill functions in Metal were written assuming that all float matrices would use the `float` type. They now use a template so that `half` matrices will work too. Change-Id: I7696c8ad1e4aaffbd71c56b9245485e74cd96c5a Bug: skia:12339 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/463338 Auto-Submit: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
67 lines
2.8 KiB
Metal
67 lines
2.8 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 Uniforms {
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float4 colorGreen;
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float4 colorRed;
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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 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 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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template <typename T, int C, int R>
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matrix<T, C, R> matrixCompMult(matrix<T, C, R> a, const matrix<T, C, R> b) {
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for (int c = 0; c < C; ++c) {
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a[c] *= b[c];
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}
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return a;
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}
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float4x2 float4x2_from_float4_float4(float4 x0, float4 x1) {
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return float4x2(float2(x0.xy), float2(x0.zw), float2(x1.xy), float2(x1.zw));
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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 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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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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float2x4 h24 = matrixCompMult(float2x4(float4(9.0, 9.0, 9.0, 9.0), float4(9.0, 9.0, 9.0, 9.0)), float2x4(_uniforms.colorRed, _uniforms.colorGreen));
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float4x2 h42 = matrixCompMult(float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(5.0, 6.0), float2(7.0, 8.0)), float4x2_from_float4_float4(_uniforms.colorRed, _uniforms.colorGreen));
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float4x3 f43 = float4x3(float3(12.0, 22.0, 30.0), float3(36.0, 40.0, 42.0), float3(42.0, 40.0, 36.0), float3(30.0, 22.0, 12.0));
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_out.sk_FragColor = (h24 == float2x4(float4(9.0, 0.0, 0.0, 9.0), float4(0.0, 9.0, 0.0, 9.0)) && h42 == float4x2(float2(1.0, 0.0), float2(0.0, 4.0), float2(0.0, 6.0), float2(0.0, 8.0))) && f43 == float4x3(float3(12.0, 22.0, 30.0), float3(36.0, 40.0, 42.0), float3(42.0, 40.0, 36.0), float3(30.0, 22.0, 12.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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