skia2/tests/sksl/shared/Matrices.metal
John Stiles c501857188 Add support for matrix == and != in Metal shaders.
We need to polyfill an operator== and != when these are first
encountered in the code.

Change-Id: I539c838ee1871bcb0c4b66abb8a4a0f91146cd4f
Bug: skia:11306
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368496
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-02-09 22:53:18 +00:00

63 lines
2.3 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float2x2 testMatrix2x2;
float3x3 testMatrix3x3;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) {
left = left * right;
return left;
}
thread bool operator==(const float2x2 left, const float2x2 right) {
return all(left[0] == right[0]) && all(left[1] == right[1]);
}
thread bool operator==(const float3x3 left, const float3x3 right) {
return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]);
}
thread bool operator!=(const float2x2 left, const float2x2 right) {
return any(left[0] != right[0]) || any(left[1] != right[1]);
}
thread bool operator!=(const float3x3 left, const float3x3 right) {
return any(left[0] != right[0]) || any(left[1] != right[1]) || any(left[2] != right[2]);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float2x2 _1_m3 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_1_m3 *= float2x2(1.0);
float2x2 _2_m5 = float2x2(float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x);
float2x2 _3_m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_3_m6 += _2_m5;
float4x4 _4_m11 = float4x4(2.0);
_4_m11 -= float4x4(1.0);
float2x2 _6_m3 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_6_m3 *= float2x2(1.0);
float2x2 _7_m5 = float2x2(float2x2(float2(1.0, 2.0), float2(3.0, 4.0))[0].x);
float2x2 _8_m6 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_8_m6 += _7_m5;
float4x4 _9_m11 = float4x4(2.0);
_9_m11 -= float4x4(1.0);
bool _11_ok = true;
_11_ok = _uniforms.testMatrix2x2 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_11_ok = _11_ok && _uniforms.testMatrix3x3 == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0));
_11_ok = _11_ok && _uniforms.testMatrix2x2 != float2x2(100.0);
_11_ok = _11_ok && _uniforms.testMatrix3x3 != float3x3(float3(9.0, 8.0, 7.0), float3(6.0, 5.0, 4.0), float3(3.0, 2.0, 1.0));
_out.sk_FragColor = _11_ok ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}