82d4c12dd9
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>
75 lines
4.0 KiB
Metal
75 lines
4.0 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 Uniforms {
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float4 colorGreen;
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float4 colorRed;
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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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thread bool operator==(const float3x3 left, const float3x3 right);
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thread bool operator!=(const float3x3 left, const float3x3 right);
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thread bool operator==(const float2x2 left, const float2x2 right);
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thread bool operator!=(const float2x2 left, const float2x2 right);
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thread bool operator==(const float3x3 left, const float3x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x3 left, const float3x3 right) {
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return !(left == right);
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}
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thread float3x3 operator/(const float3x3 left, const float3x3 right) {
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return float3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]);
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}
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thread float3x3& operator/=(thread float3x3& left, thread const float3x3& right) {
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left = left / right;
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return left;
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}
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thread bool operator==(const float2x2 left, const float2x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x2 left, const float2x2 right) {
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return !(left == right);
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}
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thread float2x2 operator/(const float2x2 left, const float2x2 right) {
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return float2x2(left[0] / right[0], left[1] / right[1]);
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}
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thread float2x2& operator/=(thread float2x2& left, thread const float2x2& right) {
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left = left / right;
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return left;
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}
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bool test_half_b() {
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bool ok = true;
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ok = ok && float3x3(2.0) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
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ok = ok && float3x3(2.0) - (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0));
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ok = ok && float3x3(2.0) * 4.0 == float3x3(8.0);
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ok = ok && float3x3(2.0) / (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(0.5);
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ok = ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) + float3x3(2.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
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ok = ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) - float3x3(2.0) == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0));
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ok = ok && 4.0 * float3x3(2.0) == float3x3(8.0);
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ok = ok && (float2x2(1.0, 1.0, 1.0, 1.0) * 4.0) / float2x2(float2(2.0, 2.0), float2(2.0, 2.0)) == float2x2(float2(2.0, 2.0), float2(2.0, 2.0));
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return ok;
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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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bool _0_ok = true;
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_0_ok = _0_ok && float3x3(2.0) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
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_0_ok = _0_ok && float3x3(2.0) - (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0));
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_0_ok = _0_ok && float3x3(2.0) * 4.0 == float3x3(8.0);
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_0_ok = _0_ok && float3x3(2.0) / (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(0.5);
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_0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) + float3x3(2.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0));
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_0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) - float3x3(2.0) == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0));
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_0_ok = _0_ok && 4.0 * float3x3(2.0) == float3x3(8.0);
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_0_ok = _0_ok && (float2x2(1.0, 1.0, 1.0, 1.0) * 4.0) / float2x2(float2(2.0, 2.0), float2(2.0, 2.0)) == float2x2(float2(2.0, 2.0), float2(2.0, 2.0));
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_out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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