skia2/tests/sksl/shared/MatrixEquality.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

39 lines
1.6 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float2x2 testMatrix2x2;
float3x3 testMatrix3x3;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
thread bool operator==(const float2x2 left, const float2x2 right) {
return all(left[0] == right[0]) && all(left[1] == right[1]);
}
thread bool operator==(const float3x3 left, const float3x3 right) {
return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]);
}
thread bool operator!=(const float2x2 left, const float2x2 right) {
return any(left[0] != right[0]) || any(left[1] != right[1]);
}
thread bool operator!=(const float3x3 left, const float3x3 right) {
return any(left[0] != right[0]) || any(left[1] != right[1]) || any(left[2] != right[2]);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
bool _0_ok = true;
_0_ok = _0_ok && _uniforms.testMatrix2x2 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
_0_ok = _0_ok && _uniforms.testMatrix3x3 == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0));
_0_ok = _0_ok && _uniforms.testMatrix2x2 != float2x2(100.0);
_0_ok = _0_ok && _uniforms.testMatrix3x3 != float3x3(float3(9.0, 8.0, 7.0), float3(6.0, 5.0, 4.0), float3(3.0, 2.0, 1.0));
_out.sk_FragColor = _0_ok ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}