skia2/tests/sksl/shared/StructsInFunctions.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

47 lines
1.0 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct S {
float x;
int y;
};
struct Uniforms {
float4 colorRed;
float4 colorGreen;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
void modifies_a_struct(thread S& s);
void _skOutParamHelper0_modifies_a_struct(thread S& s) {
S _var0 = s;
modifies_a_struct(_var0);
s = _var0;
}
S returns_a_struct() {
S s;
s.x = 1.0;
s.y = 2;
return s;
}
float accepts_a_struct(S s) {
return s.x + float(s.y);
}
void modifies_a_struct(thread S& s) {
s.x++;
s.y++;
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
S s = returns_a_struct();
float x = accepts_a_struct(s);
_skOutParamHelper0_modifies_a_struct(s);
bool valid = (x == 3.0 && s.x == 2.0) && s.y == 3;
_out.sk_FragColor = valid ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}