| #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 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 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*=(thread float2x2& left, thread const float2x2& 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 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); |
| } |
| |
| float4 float4_from_float2x2(float2x2 x) { |
| return float4(x[0].xy, x[1].xy); |
| } |
| bool test_half_b(Uniforms _uniforms) { |
| bool ok = true; |
| float2x2 m1 = _uniforms.testMatrix2x2; |
| ok = ok && m1 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| float2x2 m3 = m1; |
| ok = ok && m3 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| float2x2 m4 = float2x2(6.0); |
| ok = ok && m4 == float2x2(float2(6.0, 0.0), float2(0.0, 6.0)); |
| m3 *= m4; |
| ok = ok && m3 == float2x2(float2(6.0, 12.0), float2(18.0, 24.0)); |
| float2x2 m5 = float2x2(m1[1].y); |
| ok = ok && m5 == float2x2(float2(4.0, 0.0), float2(0.0, 4.0)); |
| m1 += m5; |
| ok = ok && m1 == float2x2(float2(5.0, 2.0), float2(3.0, 8.0)); |
| float2x2 m7 = float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); |
| ok = ok && m7 == float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); |
| float3x3 m9 = float3x3(9.0); |
| ok = ok && m9 == float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 9.0)); |
| float4x4 m10 = float4x4(11.0); |
| ok = ok && m10 == float4x4(float4(11.0, 0.0, 0.0, 0.0), float4(0.0, 11.0, 0.0, 0.0), float4(0.0, 0.0, 11.0, 0.0), float4(0.0, 0.0, 0.0, 11.0)); |
| float4x4 m11 = float4x4(float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0)); |
| m11 -= m10; |
| ok = ok && m11 == float4x4(float4(9.0, 20.0, 20.0, 20.0), float4(20.0, 9.0, 20.0, 20.0), float4(20.0, 20.0, 9.0, 20.0), float4(20.0, 20.0, 20.0, 9.0)); |
| float4 h4 = float4_from_float2x2(_uniforms.testMatrix2x2); |
| ok = ok && float2x2(h4.xy, float2(h4.z, 4.0)) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| ok = ok && float3x3(float3(h4.xy, h4.z), float3(h4.w, h4.xy), float3(h4.zw, h4.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(float4(h4.xy, h4.zw), float4(h4.xyz, h4.w), h4, float4(1.0, h4.yzw)) == 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)); |
| return ok; |
| } |
| bool test_comma_b() { |
| float2x2 x; |
| float2x2 y; |
| return ((x = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)) , y = 0.5 * float2x2(float2(2.0, 4.0), float2(6.0, 8.0))) , x == y); |
| } |
| 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; |
| float2x2 _1_m1 = _uniforms.testMatrix2x2; |
| _0_ok = _0_ok && _1_m1 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| float2x2 _2_m3 = _1_m1; |
| _0_ok = _0_ok && _2_m3 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| float2x2 _3_m4 = float2x2(6.0); |
| _0_ok = _0_ok && _3_m4 == float2x2(float2(6.0, 0.0), float2(0.0, 6.0)); |
| _2_m3 *= _3_m4; |
| _0_ok = _0_ok && _2_m3 == float2x2(float2(6.0, 12.0), float2(18.0, 24.0)); |
| float2x2 _4_m5 = float2x2(_1_m1[1].y); |
| _0_ok = _0_ok && _4_m5 == float2x2(float2(4.0, 0.0), float2(0.0, 4.0)); |
| _1_m1 += _4_m5; |
| _0_ok = _0_ok && _1_m1 == float2x2(float2(5.0, 2.0), float2(3.0, 8.0)); |
| float2x2 _5_m7 = float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); |
| _0_ok = _0_ok && _5_m7 == float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); |
| float3x3 _6_m9 = float3x3(9.0); |
| _0_ok = _0_ok && _6_m9 == float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 9.0)); |
| float4x4 _7_m10 = float4x4(11.0); |
| _0_ok = _0_ok && _7_m10 == float4x4(float4(11.0, 0.0, 0.0, 0.0), float4(0.0, 11.0, 0.0, 0.0), float4(0.0, 0.0, 11.0, 0.0), float4(0.0, 0.0, 0.0, 11.0)); |
| float4x4 _8_m11 = float4x4(float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0)); |
| _8_m11 -= _7_m10; |
| _0_ok = _0_ok && _8_m11 == float4x4(float4(9.0, 20.0, 20.0, 20.0), float4(20.0, 9.0, 20.0, 20.0), float4(20.0, 20.0, 9.0, 20.0), float4(20.0, 20.0, 20.0, 9.0)); |
| float4 _9_f4 = float4_from_float2x2(_uniforms.testMatrix2x2); |
| _0_ok = _0_ok && float2x2(_9_f4.xy, float2(_9_f4.z, 4.0)) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); |
| _0_ok = _0_ok && float3x3(float3(_9_f4.xy, _9_f4.z), float3(_9_f4.w, _9_f4.xy), float3(_9_f4.zw, _9_f4.x)) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0)); |
| _0_ok = _0_ok && float4x4(float4(_9_f4.xy, _9_f4.zw), float4(_9_f4.xyz, _9_f4.w), _9_f4, float4(1.0, _9_f4.yzw)) == 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 = (_0_ok && test_half_b(_uniforms)) && test_comma_b() ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |