skia2/tests/sksl/shared/MatrixEquality.metal
John Stiles 3934647d22 Reland "Implement operator== and != for Metal structs and arrays."
This is a reland of 830c69ca66

Original change's description:
> Implement operator== and != for Metal structs and arrays.
>
> GLSL/SkSL assumes that == and != on struct/array types should work.
> We need to emit equality and inequality operators whenever we find code
> that compares a struct or array.
>
> Structs and arrays can be arbitrarily nested, and either type can
> contain a matrix. All of these things need custom equality operators in
> Metal. Therefore, we need to recursively generate comparison operators
> when any of these types are encountered.
>
> For arrays we get lucky, and we can cover all possible array types and
> sizes with a single templated operator== method. Structs and matrices
> have no such luck, and are generated separately on a per-type basis.
>
> For each of these types, operator== is implemented as an equality check
> on each field, and operator!= is implemented in terms of operator==.
> Equality and inequality are always emitted together. (Previously, matrix
> equality and inequality were emitted and implemented independently, but
> this is no longer the case.)
>
> Change-Id: I69ee01c0a390d7db6bcb2253ed6336ab20cc4d1d
> Bug: skia:11908, skia:11924
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402016
> Auto-Submit: John Stiles <johnstiles@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>

Bug: skia:11908, skia:11924, skia:11929
Change-Id: I6336b6125e9774c1ca73e3d497e3466f11f6f25f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402559
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-04-29 22:55:58 +00:00

42 lines
1.5 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 float2x2 left, const float2x2 right) {
return !(left == right);
}
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 float3x3 left, const float3x3 right) {
return !(left == right);
}
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;
}