blob: c9eda631b91b2054384b870a3694e4f0339bcb34 [file] [log] [blame]
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 colorGreen;
float4 colorRed;
float2x2 testMatrix2x2;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
thread bool operator==(const float2x3 left, const float2x3 right);
thread bool operator!=(const float2x3 left, const float2x3 right);
thread bool operator==(const float2x4 left, const float2x4 right);
thread bool operator!=(const float2x4 left, const float2x4 right);
thread bool operator==(const float3x3 left, const float3x3 right);
thread bool operator!=(const float3x3 left, const float3x3 right);
thread bool operator==(const float4x2 left, const float4x2 right);
thread bool operator!=(const float4x2 left, const float4x2 right);
thread bool operator==(const float4x3 left, const float4x3 right);
thread bool operator!=(const float4x3 left, const float4x3 right);
float4 float4_from_float2x2(float2x2 x) {
return float4(x[0].xy, x[1].xy);
}
thread bool operator==(const float2x3 left, const float2x3 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x3 left, const float2x3 right) {
return !(left == right);
}
float2x3 float2x3_from_float4_float2(float4 x0, float2 x1) {
return float2x3(float3(x0[0], x0[1]), float3(x0[2], x0[3]), float3(x1[0], x1[1]));
}
thread bool operator==(const float2x4 left, const float2x4 right) {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
thread bool operator!=(const float2x4 left, const float2x4 right) {
return !(left == right);
}
float2x4 float2x4_from_float3_float4_float(float3 x0, float4 x1, float x2) {
return float2x4(float4(x0[0], x0[1]), float4(x0[2], x1[0]), float4(x1[1], x1[2]), float4(x1[3], x2));
}
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[0], x0[1], x1[0]), float3(x1[1], x2[0], x2[1]), float3(x2[2], x2[3], x3));
}
thread bool operator==(const float4x2 left, const float4x2 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 float4x2 left, const float4x2 right) {
return !(left == right);
}
float4x2 float4x2_from_float3_float4_float(float3 x0, float4 x1, float x2) {
return float4x2(float2(x0[0], x0[1], x0[2], x1[0]), float2(x1[1], x1[2], x1[3], x2));
}
thread bool operator==(const float4x3 left, const float4x3 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 float4x3 left, const float4x3 right) {
return !(left == right);
}
float4x3 float4x3_from_float_float4_float4_float3(float x0, float4 x1, float4 x2, float3 x3) {
return float4x3(float3(x0, x1[0], x1[1], x1[2]), float3(x1[3], x2[0], x2[1], x2[2]), float3(x2[3], x3[0], x3[1], x3[2]));
}
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 = float2x3_from_float4_float2(f4, f4.xy) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0));
ok = ok && float2x4_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 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 && float4x2_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0), float2(3.0, 4.0));
ok = ok && float4x3_from_float_float4_float4_float3(f4.x, f4.yzwx, f4.yzwx, f4.yzw) == float4x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0), float3(2.0, 3.0, 4.0));
_out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
return _out;
}