7b2b858bef
The Metal code generator has historically avoided low-precision types in the final output in order to dodge a variety of type-coercion issues. However, the workaround was only coded for half/float. Extended the workaround to cover int/short and uint/ushort as well. Change-Id: I16e3a387ba2baef1ef2de7742e1b0d27786fee0e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/437688 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
28 lines
629 B
Metal
28 lines
629 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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float4 colorGreen;
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};
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struct Inputs {
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};
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struct Outputs {
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float4 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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uint u1 = 0u;
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u1++;
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uint u2 = 305441741u;
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u2++;
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uint u3 = 2147483646u;
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u3++;
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uint u4 = 4294967294u;
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u4++;
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uint u5 = 65534u;
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u5++;
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_out.sk_FragColor = _uniforms.colorGreen;
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return _out;
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}
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