skia2/tests/sksl/shared/OutParamsTricky.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

43 lines
1.3 KiB
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)]];
};
float2 tricky(float x, float y, thread float2& color, float z);
float2 _skOutParamHelper0_tricky(float _var0, float _var1, thread float4& color, float _var3) {
float2 _var2 = color.xz;
float2 _skResult = tricky(_var0, _var1, _var2, _var3);
color.xz = _var2;
return _skResult;
}
void func(thread float4& color);
void _skOutParamHelper1_func(thread float4& result) {
float4 _var0 = result;
func(_var0);
result = _var0;
}
float2 tricky(float x, float y, thread float2& color, float z) {
color = color.yx;
return float2(x + y, z);
}
void func(thread float4& color) {
float2 t = _skOutParamHelper0_tricky(1.0, 2.0, color, 5.0);
color.yw = t;
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float4 result = float4(0.0, 1.0, 2.0, 3.0);
_skOutParamHelper1_func(result);
_out.sk_FragColor = all(result == float4(2.0, 3.0, 0.0, 5.0)) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}