58134e1408
We were emitting this at global scope (not in Globals). That would lead to errors about the variable needing to be in the constant address space. (You can see the result in ConstArray.metal - the old code was invalid). Also, we were already making references use _globals, so the code was double-wrong (or half-right, depending on your perspective). After the core change, writeVarDeclaration was only used for local scope, and writeModifiers never used the 'globalContext' parameter. The removal of finishLine() changed every test output, unfortunately. Change-Id: Icc1356ba2cc3c339b2f5759b3d18523fd39395bc Reviewed-on: https://skia-review.googlesource.com/c/skia/+/408356 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
56 lines
2.2 KiB
Metal
56 lines
2.2 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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float3x3 float3x3_from_float2x3(float2x3 x0) {
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return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(0.0, 0.0, 1.0));
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}
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float3x3 float3x3_from_float3x2(float3x2 x0) {
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return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0));
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}
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float4x4 float4x4_from_float4x3(float4x3 x0) {
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return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(x0[3].xyz, 1.0));
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}
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float4x3 float4x3_from_float4x2(float4x2 x0) {
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return float4x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0), float3(x0[3].xy, 0.0));
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}
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float4x4 float4x4_from_float3x4(float3x4 x0) {
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return float4x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw), float4(0.0, 0.0, 0.0, 1.0));
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}
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float3x4 float3x4_from_float2x4(float2x4 x0) {
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return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(0.0, 0.0, 1.0, 0.0));
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}
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float2x4 float2x4_from_float4x2(float4x2 x0) {
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return float2x4(float4(x0[0].xy, 0.0, 0.0), float4(x0[1].xy, 0.0, 0.0));
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}
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float4x2 float4x2_from_float2x4(float2x4 x0) {
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return float4x2(float2(x0[0].xy), float2(x0[1].xy), float2(0.0, 0.0), float2(0.0, 0.0));
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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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float result = 0.0;
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float3x3 g = float3x3_from_float2x3(float2x3(1.0));
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result += g[0].x;
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float3x3 h = float3x3_from_float3x2(float3x2(1.0));
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result += h[0].x;
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float4x4 i = float4x4_from_float4x3(float4x3_from_float4x2(float4x2(1.0)));
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result += i[0].x;
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float4x4 j = float4x4_from_float3x4(float3x4_from_float2x4(float2x4(1.0)));
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result += j[0].x;
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float2x4 k = float2x4_from_float4x2(float4x2(1.0));
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result += k[0].x;
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float4x2 l = float4x2_from_float2x4(float2x4(1.0));
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result += l[0].x;
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_out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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