skia2/tests/sksl/intrinsics/MixFloat.metal
Jim Van Verth e7a8f85e4f Only include header once in combined MSL shader.
Bug: skia:11389
Change-Id: I3e24dcaa2cfeddc7efd7985f9f42a59bfc8175f2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385137
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
2021-03-15 21:42:06 +00:00

22 lines
1.6 KiB
Metal

struct Uniforms {
float4 colorGreen;
float4 colorRed;
float4 colorBlack;
float4 colorWhite;
float4 testInputs;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float4 expectedBW = float4(0.5, 0.5, 0.5, 1.0);
float4 expectedWT = float4(1.0, 0.5, 1.0, 2.25);
_out.sk_FragColor = ((((((((((all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.0) == float4(0.0, 1.0, 0.0, 1.0)) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.25) == float4(0.25, 0.75, 0.0, 1.0))) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.75) == float4(0.75, 0.25, 0.0, 1.0))) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 1.0) == float4(1.0, 0.0, 0.0, 1.0))) && mix(_uniforms.colorBlack.x, _uniforms.colorWhite.x, 0.5) == expectedBW.x) && all(mix(_uniforms.colorBlack.xy, _uniforms.colorWhite.xy, 0.5) == expectedBW.xy)) && all(mix(_uniforms.colorBlack.xyz, _uniforms.colorWhite.xyz, 0.5) == expectedBW.xyz)) && all(mix(_uniforms.colorBlack, _uniforms.colorWhite, 0.5) == expectedBW)) && mix(_uniforms.colorWhite.x, _uniforms.testInputs.x, 0.0) == expectedWT.x) && all(mix(_uniforms.colorWhite.xy, _uniforms.testInputs.xy, float2(0.0, 0.5)) == expectedWT.xy)) && all(mix(_uniforms.colorWhite.xyz, _uniforms.testInputs.xyz, float3(0.0, 0.5, 0.0)) == expectedWT.xyz)) && all(mix(_uniforms.colorWhite, _uniforms.testInputs, float4(0.0, 0.5, 0.0, 1.0)) == expectedWT) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}