bf58add00e
This reverts commit e7a8f85e4f
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Reason for revert: must revert dependent CL
Original change's description:
> Only include header once in combined MSL shader.
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> 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>
48 lines
1.7 KiB
Metal
48 lines
1.7 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 Uniforms {
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float4 colorGreen;
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float4 colorRed;
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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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float2x2 float2x2_from_float3x3(float3x3 x0) {
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return float2x2(float2(x0[0].xy), float2(x0[1].xy));
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}
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float2x2 float2x2_from_float4x4(float4x4 x0) {
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return float2x2(float2(x0[0].xy), float2(x0[1].xy));
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}
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float3x3 float3x3_from_float4x4(float4x4 x0) {
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return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(x0[2].xyz));
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}
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float3x3 float3x3_from_float2x2(float2x2 x0) {
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return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0));
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}
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float4x4 float4x4_from_float3x3(float3x3 x0) {
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return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(0.0, 0.0, 0.0, 1.0));
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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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float result = 0.0;
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float2x2 a = float2x2_from_float3x3(float3x3(1.0));
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result += a[0].x;
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float2x2 b = float2x2_from_float4x4(float4x4(1.0));
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result += b[0].x;
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float3x3 c = float3x3_from_float4x4(float4x4(1.0));
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result += c[0].x;
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float3x3 d = float3x3_from_float2x2(float2x2(1.0));
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result += d[0].x;
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float4x4 e = float4x4_from_float3x3(float3x3_from_float2x2(float2x2(1.0)));
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result += e[0].x;
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float2x2 f = float2x2_from_float3x3(float3x3_from_float4x4(float4x4(1.0)));
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result += f[0].x;
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_out.sk_FragColor = result == 6.0 ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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