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authorGravatar Timothy Liang <timliang@google.com>2018-07-19 15:27:13 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-20 19:23:46 +0000
commit43d225f2f32cafe73d82c4ff459b4ca0d95d79cb (patch)
tree1632c2919e64d5ea929edec2cca76ed8e595651a /src/sksl
parent1c1391c2f6991d3250f7c45a360fa13bf60e07d7 (diff)
added byte type support to SkSLC MSL generator
Also cleaned up converting half to float Bug: skia: Change-Id: I4fbb01b887b40f9e6b8cf5cdd7e03e056b29db07 Reviewed-on: https://skia-review.googlesource.com/142582 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Timothy Liang <timliang@google.com>
Diffstat (limited to 'src/sksl')
-rw-r--r--src/sksl/SkSLMetalCodeGenerator.cpp22
1 files changed, 14 insertions, 8 deletions
diff --git a/src/sksl/SkSLMetalCodeGenerator.cpp b/src/sksl/SkSLMetalCodeGenerator.cpp
index 5a7ccb7c7f..e760f567e6 100644
--- a/src/sksl/SkSLMetalCodeGenerator.cpp
+++ b/src/sksl/SkSLMetalCodeGenerator.cpp
@@ -88,17 +88,23 @@ void MetalCodeGenerator::writeType(const Type& type) {
this->writeType(type.componentType());
this->write(to_string(type.columns()));
break;
+ case Type::kMatrix_Kind:
+ this->writeType(type.componentType());
+ this->write(to_string(type.columns()));
+ this->write("x");
+ this->write(to_string(type.rows()));
+ break;
case Type::kSampler_Kind:
- this->write("texture2d<float> "); //FIXME - support other texture types;
+ this->write("texture2d<float> "); // FIXME - support other texture types;
break;
default:
- // FIXME - converted all half types to floats for MVK integration
- if ((type.kind() == Type::kVector_Kind || type.kind() == Type::kMatrix_Kind) &&
- type.componentType() == *fContext.fHalf_Type) {
- this->writeType(fContext.fFloat_Type->toCompound(fContext, type.columns(),
- type.rows()));
- } else if (type == *fContext.fHalf_Type) {
- this->writeType(*fContext.fFloat_Type);
+ if (type == *fContext.fHalf_Type) {
+ // FIXME - Currently only supporting floats in MSL to avoid type coercion issues.
+ this->write(fContext.fFloat_Type->name());
+ } else if (type == *fContext.fByte_Type) {
+ this->write("char");
+ } else if (type == *fContext.fUByte_Type) {
+ this->write("uchar");
} else {
this->write(type.name());
}