3e2fe2b007
Add some comments explaining why different APIs flip the way they do. Remove flip from Metal code generator and reverse the way flipping occurs in Metal backend. Change-Id: Ibec71e8d96c66d4b34b5ce6417056674090f979c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/413236 Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
34 lines
1.3 KiB
Metal
34 lines
1.3 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_Position [[position]];
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float2 vcoord_Stage0 [[user(locn1)]];
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float sk_PointSize [[point_size]];
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};
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vertex Outputs vertexMain(Inputs _in [[stage_in]], uint sk_VertexID [[vertex_id]], uint sk_InstanceID [[instance_id]]) {
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Outputs _out;
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(void)_out;
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int x = sk_InstanceID % 200;
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int y = sk_InstanceID / 200;
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int ileft = (sk_InstanceID * 929) % 17;
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int iright = (ileft + 1) + (sk_InstanceID * 1637) % (17 - ileft);
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int itop = (sk_InstanceID * 313) % 17;
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int ibot = (itop + 1) + (sk_InstanceID * 1901) % (17 - itop);
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float outset = 0.03125;
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outset = 0 == (x + y) % 2 ? -outset : outset;
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float l = float(ileft) / 16.0 - outset;
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float r = float(iright) / 16.0 + outset;
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float t = float(itop) / 16.0 - outset;
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float b = float(ibot) / 16.0 + outset;
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float2 vertexpos;
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vertexpos.x = float(x) + (0 == sk_VertexID % 2 ? l : r);
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vertexpos.y = float(y) + (0 == sk_VertexID / 2 ? t : b);
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_out.vcoord_Stage0.x = float(0 == sk_VertexID % 2 ? -1 : 1);
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_out.vcoord_Stage0.y = float(0 == sk_VertexID / 2 ? -1 : 1);
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_out.sk_Position = float4(vertexpos.x, vertexpos.y, 0.0, 1.0);
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return _out;
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}
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