3934647d22
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>
83 lines
2.2 KiB
Metal
83 lines
2.2 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct S {
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float x;
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int y;
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};
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struct Nested {
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S a;
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S b;
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};
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struct Uniforms {
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float4 colorRed;
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float4 colorGreen;
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};
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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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void modifies_a_struct_vS(thread S& s);
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void _skOutParamHelper0_modifies_a_struct_vS(thread S& s) {
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S _var0 = s;
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modifies_a_struct_vS(_var0);
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s = _var0;
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}
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void modifies_a_struct_vS(thread S& s);
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void _skOutParamHelper1_modifies_a_struct_vS(thread Nested& n3) {
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S _var0 = n3.b;
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modifies_a_struct_vS(_var0);
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n3.b = _var0;
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}
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thread bool operator==(thread const S& left, thread const S& right) {
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return (left.x == right.x) &&
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(left.y == right.y);
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}
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thread bool operator!=(thread const S& left, thread const S& right) {
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return !(left == right);
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}
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thread bool operator==(thread const Nested& left, thread const Nested& right) {
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return (left.a == right.a) &&
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(left.b == right.b);
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}
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thread bool operator!=(thread const Nested& left, thread const Nested& right) {
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return !(left == right);
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}
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S returns_a_struct_S() {
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S s;
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s.x = 1.0;
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s.y = 2;
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return s;
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}
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S constructs_a_struct_S() {
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return S{2.0, 3};
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}
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float accepts_a_struct_fS(S s) {
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return s.x + float(s.y);
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}
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void modifies_a_struct_vS(thread S& s) {
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s.x++;
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s.y++;
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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S s = returns_a_struct_S();
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float x = accepts_a_struct_fS(s);
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_skOutParamHelper0_modifies_a_struct_vS(s);
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S expected = constructs_a_struct_S();
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Nested n1;
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Nested n2;
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Nested n3;
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n1.a = returns_a_struct_S();
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n1.b = n1.a;
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n2 = n1;
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n3 = n2;
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_skOutParamHelper1_modifies_a_struct_vS(n3);
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bool valid = (((((((x == 3.0 && s.x == 2.0) && s.y == 3) && s == expected) && s == S{2.0, 3}) && s != returns_a_struct_S()) && n1 == n2) && n1 != n3) && n3 == Nested{S{1.0, 2}, S{2.0, 3}};
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_out.sk_FragColor = valid ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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