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>
28 lines
869 B
Metal
28 lines
869 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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half4 a;
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half4 b;
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uint2 c;
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uint2 d;
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int3 e;
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int3 f;
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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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bool4 expectFFTT = bool4(false, false, true, true);
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bool4 expectTTFF = bool4(true, true, false, false);
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_out.sk_FragColor.x = half((_uniforms.a != _uniforms.b).x ? 1 : 0);
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_out.sk_FragColor.y = half((_uniforms.c != _uniforms.d).y ? 1 : 0);
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_out.sk_FragColor.z = half((_uniforms.e != _uniforms.f).z ? 1 : 0);
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_out.sk_FragColor.w = half(any(expectTTFF) || any(expectFFTT) ? 1 : 0);
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return _out;
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}
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