skia2/tests/sksl/shared/OutParams.metal
Michael Ludwig bf58add00e Revert "Only include header once in combined MSL shader."
This reverts commit e7a8f85e4f.

Reason for revert: must revert dependent CL

Original change's description:
> 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>

TBR=jvanverth@google.com,johnstiles@google.com

Change-Id: I7a886b6c57a666e54e65365e41dcb57bd9ab4ba6
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:11389
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385237
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
2021-03-16 14:44:25 +00:00

119 lines
3.0 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float4 colorWhite;
};
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 result;
float h;
h = _uniforms.colorWhite.x;
false;
float2 h2;
h2 = float2(_uniforms.colorWhite.y);
false;
float3 h3;
h3 = float3(_uniforms.colorWhite.z);
false;
float4 h4;
h4 = float4(_uniforms.colorWhite.w);
false;
h3.y = _uniforms.colorWhite.x;
false;
h3.xz = float2(_uniforms.colorWhite.y);
false;
h4.zwxy = float4(_uniforms.colorWhite.w);
false;
float2x2 h2x2;
h2x2 = float2x2(_uniforms.colorWhite.x);
false;
float3x3 h3x3;
h3x3 = float3x3(_uniforms.colorWhite.y);
false;
float4x4 h4x4;
h4x4 = float4x4(_uniforms.colorWhite.z);
false;
h3x3[1] = float3(_uniforms.colorWhite.z);
false;
h4x4[3].w = _uniforms.colorWhite.x;
false;
h2x2[0].x = _uniforms.colorWhite.x;
false;
int i;
i = int(_uniforms.colorWhite.x);
false;
int2 i2;
i2 = int2(int(_uniforms.colorWhite.y));
false;
int3 i3;
i3 = int3(int(_uniforms.colorWhite.z));
false;
int4 i4;
i4 = int4(int(_uniforms.colorWhite.w));
false;
i4.xyz = int3(int(_uniforms.colorWhite.z));
false;
i2.y = int(_uniforms.colorWhite.x);
false;
float f;
f = _uniforms.colorWhite.x;
false;
float2 f2;
f2 = float2(_uniforms.colorWhite.y);
false;
float3 f3;
f3 = float3(_uniforms.colorWhite.z);
false;
float4 f4;
f4 = float4(_uniforms.colorWhite.w);
false;
f3.xy = float2(_uniforms.colorWhite.y);
false;
f2.x = _uniforms.colorWhite.x;
false;
float2x2 f2x2;
f2x2 = float2x2(_uniforms.colorWhite.x);
false;
float3x3 f3x3;
f3x3 = float3x3(_uniforms.colorWhite.y);
false;
float4x4 f4x4;
f4x4 = float4x4(_uniforms.colorWhite.z);
false;
f2x2[0].x = _uniforms.colorWhite.x;
false;
bool b;
b = bool(_uniforms.colorWhite.x);
false;
bool2 b2;
b2 = bool2(bool(_uniforms.colorWhite.y));
false;
bool3 b3;
b3 = bool3(bool(_uniforms.colorWhite.z));
false;
bool4 b4;
b4 = bool4(bool(_uniforms.colorWhite.w));
false;
b4.xw = bool2(bool(_uniforms.colorWhite.y));
false;
b3.z = bool(_uniforms.colorWhite.x);
false;
bool ok = true;
ok = ok && 1.0 == (((((h * h2.x) * h3.x) * h4.x) * h2x2[0].x) * h3x3[0].x) * h4x4[0].x;
ok = ok && 1.0 == (((((f * f2.x) * f3.x) * f4.x) * f2x2[0].x) * f3x3[0].x) * f4x4[0].x;
ok = ok && 1 == ((i * i2.x) * i3.x) * i4.x;
ok = ok && (((b && b2.x) && b3.x) && b4.x);
_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}