skia2/tests/sksl/compute/DesaturateReadWrite.metal
Ethan Nicholas 4144b8abb4 Added preliminary SkSL Metal compute shader support
This adds mostly-functional compute shader output to SkSL. This does not
add overall compute shader support to Skia; it still needs to be
integrated into the Skia pipeline before it is possible to actually use
compute shaders in practice.

Change-Id: Ic5c69863704f141d16bb191224a817e44f4a8565
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/539060
Reviewed-by: Arman Uguray <armansito@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2022-06-15 18:52:42 +00:00

24 lines
841 B
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
uint3 sk_ThreadPosition;
};
struct Outputs {
};
struct Globals {
texture2d<half, access::read_write> tex;
};
kernel void computeMain(texture2d<half, access::read_write> tex[[texture(0)]], uint3 sk_ThreadPosition [[thread_position_in_grid]]) {
Globals _globals{tex};
(void)_globals;
Inputs _in = { sk_ThreadPosition };
Outputs _out = { };
if (_in.sk_ThreadPosition.x < _globals.tex.get_width() && _in.sk_ThreadPosition.y < _globals.tex.get_height()) {
half4 _0_color = _globals.tex.read(_in.sk_ThreadPosition.xy);
_0_color.xyz = half3(dot(_0_color.xyz, half3(0.2199999988079071h, 0.67000001668930054h, 0.10999999940395355h)));
_globals.tex.write(_0_color, _in.sk_ThreadPosition.xy);
}
return;
}