blob: 97cb85c029830d3e6223f11e49d7aaec538e6074 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 colorGreen;
half4 colorRed;
};
struct Inputs {
};
struct Outputs {
half4 sk_FragColor [[color(0)]];
};
thread bool operator==(const float2x2 left, const float2x2 right);
thread bool operator!=(const float2x2 left, const float2x2 right);
thread bool operator==(const float3x3 left, const float3x3 right);
thread bool operator!=(const float3x3 left, const float3x3 right);
thread bool operator==(const float4x4 left, const float4x4 right);
thread bool operator!=(const float4x4 left, const float4x4 right);
thread bool operator==(const half2x2 left, const half2x2 right);
thread bool operator!=(const half2x2 left, const half2x2 right);
thread bool operator==(const half3x3 left, const half3x3 right);
thread bool operator!=(const half3x3 left, const half3x3 right);
thread bool operator==(const half4x4 left, const half4x4 right);
thread bool operator!=(const half4x4 left, const half4x4 right);
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);
}
thread bool operator==(const float4x4 left, const float4x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const float4x4 left, const float4x4 right) {
return !(left == right);
}
thread bool operator==(const half2x2 left, const half2x2 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const half2x2 left, const half2x2 right) {
return !(left == right);
}
thread bool operator==(const half3x3 left, const half3x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]);
}
thread bool operator!=(const half3x3 left, const half3x3 right) {
return !(left == right);
}
thread bool operator==(const half4x4 left, const half4x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
thread bool operator!=(const half4x4 left, const half4x4 right) {
return !(left == right);
}
float2 returns_float2_f2() {
return float2(2.0);
}
float3 returns_float3_f3() {
return float3(3.0);
}
float4 returns_float4_f4() {
return float4(4.0);
}
float2x2 returns_float2x2_f22() {
return float2x2(2.0);
}
float3x3 returns_float3x3_f33() {
return float3x3(3.0);
}
float4x4 returns_float4x4_f44() {
return float4x4(4.0);
}
half returns_half_h() {
return 1.0h;
}
half2 returns_half2_h2() {
return half2(2.0h);
}
half3 returns_half3_h3() {
return half3(3.0h);
}
half4 returns_half4_h4() {
return half4(4.0h);
}
half2x2 returns_half2x2_h22() {
return half2x2(2.0h);
}
half3x3 returns_half3x3_h33() {
return half3x3(3.0h);
}
half4x4 returns_half4x4_h44() {
return half4x4(4.0h);
}
bool returns_bool_b() {
return true;
}
bool2 returns_bool2_b2() {
return bool2(true);
}
bool3 returns_bool3_b3() {
return bool3(true);
}
bool4 returns_bool4_b4() {
return bool4(true);
}
int returns_int_i() {
return 1;
}
int2 returns_int2_i2() {
return int2(2);
}
int3 returns_int3_i3() {
return int3(3);
}
int4 returns_int4_i4() {
return int4(4);
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float x1 = 1.0;
float2 x2 = float2(2.0);
float3 x3 = float3(3.0);
float4 x4 = float4(4.0);
float2x2 x5 = float2x2(2.0);
float3x3 x6 = float3x3(3.0);
float4x4 x7 = float4x4(4.0);
half x8 = 1.0h;
half2 x9 = half2(2.0h);
half3 x10 = half3(3.0h);
half4 x11 = half4(4.0h);
half2x2 x12 = half2x2(2.0h);
half3x3 x13 = half3x3(3.0h);
half4x4 x14 = half4x4(4.0h);
bool x15 = true;
bool2 x16 = bool2(true);
bool3 x17 = bool3(true);
bool4 x18 = bool4(true);
int x19 = 1;
int2 x20 = int2(2);
int3 x21 = int3(3);
int4 x22 = int4(4);
_out.sk_FragColor = ((((((((((((((((((((x1 == 1.0 && all(x2 == returns_float2_f2())) && all(x3 == returns_float3_f3())) && all(x4 == returns_float4_f4())) && x5 == returns_float2x2_f22()) && x6 == returns_float3x3_f33()) && x7 == returns_float4x4_f44()) && x8 == returns_half_h()) && all(x9 == returns_half2_h2())) && all(x10 == returns_half3_h3())) && all(x11 == returns_half4_h4())) && x12 == returns_half2x2_h22()) && x13 == returns_half3x3_h33()) && x14 == returns_half4x4_h44()) && x15 == returns_bool_b()) && all(x16 == returns_bool2_b2())) && all(x17 == returns_bool3_b3())) && all(x18 == returns_bool4_b4())) && x19 == returns_int_i()) && all(x20 == returns_int2_i2())) && all(x21 == returns_int3_i3())) && all(x22 == returns_int4_i4()) ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}