skia2/tests/sksl/shared/ComplexDelete.metal
John Stiles 82d4c12dd9 Reland "Fix array-of-matrix/struct comparisons in Metal."
This is a reland of 23d8f94535

Original change's description:
> Fix array-of-matrix/struct comparisons in Metal.
>
> Metal needs helper functions in order to compare arrays, structs, and
> matrices. Depending on the input code, it was possible for the
> array-comparison helper to be emitted before a matrix-comparison
> or struct-comparison helper. If this occurred, array comparisons of that
> matrix or struct type would fail, because the operator== for the array's
> inner type was defined after array==, and Metal (like C++) parses
> top-to-bottom and only considers functions declared above the current
> function.
>
> We now emit prototypes for all the array, struct and matrix helper
> function. These prototypes are emitted above any helper functions. This
> ensures visibility no matter how your comparisons are organized.
>
> Change-Id: Ib3d8828c301fd0fa6c209788f9ea60800371edbe
> Bug: skia:12326
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/437739
> Commit-Queue: John Stiles <johnstiles@google.com>
> Auto-Submit: John Stiles <johnstiles@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>

Bug: skia:12326
Change-Id: Ife68020f6b01fae973b97f76099c6d5e8215636c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/438296
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-08-10 21:05:20 +00:00

37 lines
1.3 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4x4 colorXform;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
texture2d<float> s;
sampler sSmplr;
};
thread bool operator==(const float4x4 left, const float4x4 right);
thread bool operator!=(const float4x4 left, const float4x4 right);
thread bool operator==(const float4x4 left, const float4x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x4 left, const float4x4 right) {
return !(left == right);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], texture2d<float> s[[texture(0)]], sampler sSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals _globals{s, sSmplr};
(void)_globals;
Outputs _out;
(void)_out;
float4 tmpColor;
_out.sk_FragColor = (tmpColor = _globals.s.sample(_globals.sSmplr, float2(1.0)) , _uniforms.colorXform != float4x4(1.0) ? float4(clamp((_uniforms.colorXform * float4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor);
return _out;
}