skia2/tests/sksl/shared/DeadStripFunctions.metal
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

36 lines
913 B
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float4 unpremul(float4 color) {
return float4(color.xyz / max(color.w, 9.9999997473787516e-05), color.w);
}
float4 live_fn(float4 a, float4 b) {
return a + b;
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
const bool TRUE = true;
const bool FALSE = false;
float4 a;
float4 b;
{
a = live_fn(float4(3.0), float4(-5.0));
}
{
b = unpremul(float4(1.0));
}
_out.sk_FragColor = any(a != float4(0.0)) && any(b != float4(0.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}