a36fa6636b
This is structured differently than the GLSL fix, due to the different semantics of array-types in Metal. Change-Id: I27ad11539bbbb96abb0686d5686b8fcd2f5dd6d1 Bug: skia:11860 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/396916 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
39 lines
953 B
Metal
39 lines
953 B
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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float4 result = float4(0.0);
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{
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float a = 0.0;
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float b = 0.0;
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for (; a < 10.0 && b < 10.0; (++a , ++b)) {
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result.x = result.x + a;
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result.y = result.y + b;
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}
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}
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{
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int c = 0;
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for (; c < 10; ++c) {
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result.z = result.z + 1.0;
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}
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}
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{
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array<float, 2> d = array<float, 2>{0.0, 10.0};
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array<float, 4> e = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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float f = 9.0;
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for (; d[0] < d[1]; ++d[0]) {
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result.w = e[0] * f;
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}
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}
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for (; ; ) break;
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_out.sk_FragColor = result;
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return _out;
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}
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