d90e09b1ae
This will hopefully improve performance on lower-end GPUs. Change-Id: I9c2ee6dc31acd08bec0bfb5f59edc3cf90163f9e Bug: skia:12339 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/465078 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
25 lines
784 B
Metal
25 lines
784 B
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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half2 ah;
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half2 bh;
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float2 af;
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float2 bf;
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};
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struct Inputs {
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};
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struct Outputs {
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half4 sk_FragColor [[color(0)]];
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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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_out.sk_FragColor.x = _uniforms.ah.x * _uniforms.bh.y - _uniforms.ah.y * _uniforms.bh.x;
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_out.sk_FragColor.y = half(_uniforms.af.x * _uniforms.bf.y - _uniforms.af.y * _uniforms.bf.x);
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_out.sk_FragColor.z = 12.0h;
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_out.sk_FragColor.xyz = half3(-8.0h, -8.0h, 12.0h);
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_out.sk_FragColor.yzw = half3(9.0h, -18.0h, -9.0h);
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return _out;
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}
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