blob: 542f893c40ab49566f8eeb63551b433b4d65b61b [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
half4 colorGreen;
half4 colorRed;
float2x2 testMatrix2x2;
};
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);
float4 float4_from_float2x2(float2x2 x) {
return float4(x[0].xy, x[1].xy);
}
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);
}
float2x2 float2x2_from_float3_float(float3 x0, float x1) {
return float2x2(float2(x0.xy), float2(x0.z, x1));
}
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);
}
float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) {
return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3));
}
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);
}
float4x4 float4x4_from_float3_float3_float4_float2_float4(float3 x0, float3 x1, float4 x2, float2 x3, float4 x4) {
return float4x4(float4(x0.xyz, x1.x), float4(x1.yz, x2.xy), float4(x2.zw, x3.xy), float4(x4.xyzw));
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
bool ok = float2x2_from_float3_float(f4.xyz, 4.0) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
ok = ok && float3x3_from_float2_float2_float4_float(f4.xy, f4.zw, f4, f4.x) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
ok = ok && float4x4_from_float3_float3_float4_float2_float4(f4.xyz, f4.wxy, f4.zwxy, f4.zw, f4) == float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}