skia2/tests/sksl/shared/SwizzleBoolConstants.metal
John Stiles d90e09b1ae Add support for half-precision types in Metal.
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>
2021-10-29 19:47:02 +00:00

47 lines
1.6 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 colorGreen;
half4 colorRed;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
bool4 v = bool4(bool(_uniforms.colorGreen.y));
bool4 result;
result = bool4(v.x, true, true, true);
result = bool4(v.xy, false, true);
result = bool4(v.x, true, true, false);
result = bool4(false, v.y, true, true);
result = bool4(v.xyz, true);
result = bool4(v.xy, true, true);
result = bool4(v.x, false, v.z, true);
result = bool4(v.x, true, false, false);
result = bool4(true, v.yz, false);
result = bool4(false, v.y, true, false);
result = bool4(true, true, v.z, false);
result = v;
result = bool4(v.xyz, true);
result = bool4(v.xy, false, v.w);
result = bool4(v.xy, true, false);
result = bool4(v.x, true, v.zw);
result = bool4(v.x, false, v.z, true);
result = bool4(v.x, true, true, v.w);
result = bool4(v.x, true, false, true);
result = bool4(true, v.yzw);
result = bool4(false, v.yz, true);
result = bool4(false, v.y, true, v.w);
result = bool4(true, v.y, true, true);
result = bool4(false, false, v.zw);
result = bool4(false, false, v.z, true);
result = bool4(false, true, true, v.w);
_out.sk_FragColor = any(result) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}