| #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 half3x3 left, const half3x3 right); |
| thread bool operator!=(const half3x3 left, const half3x3 right); |
| |
| thread bool operator==(const half2x2 left, const half2x2 right); |
| thread bool operator!=(const half2x2 left, const half2x2 right); |
| |
| thread bool operator==(const float3x3 left, const float3x3 right); |
| thread bool operator!=(const float3x3 left, const float3x3 right); |
| |
| thread bool operator==(const float2x2 left, const float2x2 right); |
| thread bool operator!=(const float2x2 left, const float2x2 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 half3x3 operator/(const half3x3 left, const half3x3 right) { |
| return half3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]); |
| } |
| thread half3x3& operator/=(thread half3x3& left, thread const half3x3& right) { |
| left = left / right; |
| return left; |
| } |
| 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 half2x2 operator/(const half2x2 left, const half2x2 right) { |
| return half2x2(left[0] / right[0], left[1] / right[1]); |
| } |
| thread half2x2& operator/=(thread half2x2& left, thread const half2x2& right) { |
| left = left / right; |
| return left; |
| } |
| 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 float3x3 operator/(const float3x3 left, const float3x3 right) { |
| return float3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]); |
| } |
| thread float3x3& operator/=(thread float3x3& left, thread const float3x3& right) { |
| left = left / right; |
| return left; |
| } |
| 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 float2x2 operator/(const float2x2 left, const float2x2 right) { |
| return float2x2(left[0] / right[0], left[1] / right[1]); |
| } |
| thread float2x2& operator/=(thread float2x2& left, thread const float2x2& right) { |
| left = left / right; |
| return left; |
| } |
| bool test_half_b() { |
| bool ok = true; |
| ok = ok && half3x3(2.0h) + (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) == half3x3(half3(6.0h, 4.0h, 4.0h), half3(4.0h, 6.0h, 4.0h), half3(4.0h, 4.0h, 6.0h)); |
| ok = ok && half3x3(2.0h) - (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) == half3x3(half3(-2.0h, -4.0h, -4.0h), half3(-4.0h, -2.0h, -4.0h), half3(-4.0h, -4.0h, -2.0h)); |
| ok = ok && half3x3(2.0h) * 4.0h == half3x3(8.0h); |
| ok = ok && half3x3(2.0h) / (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) == half3x3(0.5h); |
| ok = ok && (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) + half3x3(2.0h) == half3x3(half3(6.0h, 4.0h, 4.0h), half3(4.0h, 6.0h, 4.0h), half3(4.0h, 4.0h, 6.0h)); |
| ok = ok && (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) - half3x3(2.0h) == half3x3(half3(2.0h, 4.0h, 4.0h), half3(4.0h, 2.0h, 4.0h), half3(4.0h, 4.0h, 2.0h)); |
| ok = ok && 4.0h * half3x3(2.0h) == half3x3(8.0h); |
| ok = ok && (half2x2(1.0, 1.0, 1.0, 1.0) * 4.0h) / half2x2(half2(2.0h, 2.0h), half2(2.0h, 2.0h)) == half2x2(half2(2.0h, 2.0h), half2(2.0h, 2.0h)); |
| return ok; |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| bool _0_ok = true; |
| _0_ok = _0_ok && float3x3(2.0) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0)); |
| _0_ok = _0_ok && float3x3(2.0) - (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0)); |
| _0_ok = _0_ok && float3x3(2.0) * 4.0 == float3x3(8.0); |
| _0_ok = _0_ok && float3x3(2.0) / (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(0.5); |
| _0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) + float3x3(2.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0)); |
| _0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) - float3x3(2.0) == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0)); |
| _0_ok = _0_ok && 4.0 * float3x3(2.0) == float3x3(8.0); |
| _0_ok = _0_ok && (float2x2(1.0, 1.0, 1.0, 1.0) * 4.0) / float2x2(float2(2.0, 2.0), float2(2.0, 2.0)) == float2x2(float2(2.0, 2.0), float2(2.0, 2.0)); |
| _out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |