skia2/tests/sksl/metal/SwizzleHelper.metal
Michael Ludwig bf58add00e Revert "Only include header once in combined MSL shader."
This reverts commit e7a8f85e4f.

Reason for revert: must revert dependent CL

Original change's description:
> Only include header once in combined MSL shader.
>
> Bug: skia:11389
> Change-Id: I3e24dcaa2cfeddc7efd7985f9f42a59bfc8175f2
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385137
> Reviewed-by: John Stiles <johnstiles@google.com>
> Commit-Queue: Jim Van Verth <jvanverth@google.com>

TBR=jvanverth@google.com,johnstiles@google.com

Change-Id: I7a886b6c57a666e54e65365e41dcb57bd9ab4ba6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:11389
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385237
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
2021-03-16 14:44:25 +00:00

42 lines
1.4 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
float2 glob;
};
float4 fn(thread Outputs& _out, thread Globals& _globals, float a, thread float2& b, thread float2& c, thread float3& d);
float4 _skOutParamHelper0_fn(thread Outputs& _out, thread Globals& _globals, float _var0, thread float3& b, thread float2& glob, thread float3x3& d) {
float2 _var1;
float2 _var2 = glob.yx;
float3 _var3 = d[1].zyx;
float4 _skResult = fn(_out, _globals, _var0, _var1, _var2, _var3);
b.yz = _var1;
glob.yx = _var2;
d[1].zyx = _var3;
return _skResult;
}
float4 fn(thread Outputs& _out, thread Globals& _globals, float a, thread float2& b, thread float2& c, thread float3& d) {
a = _out.sk_FragColor.x + a;
b = _out.sk_FragColor.yz - _globals.glob.y;
c *= a;
d = _out.sk_FragColor.www / d;
return float4(a, b.x, c.y, d.x);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{float2(1.0)};
(void)_globals;
Outputs _out;
(void)_out;
float2 a = float2(1.0);
float3 b = float3(2.0);
float4x4 c = float4x4(3.0);
float3x3 d = float3x3(4.0);
_out.sk_FragColor = _skOutParamHelper0_fn(_out, _globals, a.x, b, _globals.glob, d);
return _out;
}