| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| constant const int minus = 2; |
| constant const int star = 3; |
| constant const int slash = 4; |
| struct Uniforms { |
| half4 colorGreen; |
| half4 colorRed; |
| float4 testInputs; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| |
| float4 float4_from_float2x2(float2x2 x) { |
| return float4(x[0].xy, x[1].xy); |
| } |
| bool test_bifffff22(Uniforms _uniforms, int op, float m11, float m12, float m21, float m22, float2x2 expected) { |
| float one = float(_uniforms.colorRed.x); |
| float2x2 m2 = float2x2(float2(m11 * one, m12 * one), float2(m21 * one, m22 * one)); |
| switch (op) { |
| case 1: |
| m2 += (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); |
| break; |
| case 2: |
| m2 -= (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); |
| break; |
| case 3: |
| m2 *= 2.0; |
| break; |
| case 4: |
| m2 *= 0.5; |
| break; |
| } |
| return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y; |
| } |
| bool divisionTest_b(Uniforms _uniforms) { |
| float ten = float(_uniforms.colorRed.x * 10.0h); |
| float2x2 mat = float2x2(float2(ten), float2(ten)); |
| float2x2 div = mat * (1.0 / _uniforms.testInputs.x); |
| mat *= 1.0 / _uniforms.testInputs.x; |
| return all((abs(float4_from_float2x2(div) + float4(8.0)) < float4(0.01))) && all((abs(float4_from_float2x2(mat) + float4(8.0)) < float4(0.01))); |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| float f1 = float(_uniforms.colorGreen.y); |
| float f2 = float(2.0h * _uniforms.colorGreen.y); |
| float f3 = float(3.0h * _uniforms.colorGreen.y); |
| float f4 = float(4.0h * _uniforms.colorGreen.y); |
| float2x2 _0_expected = float2x2(float2(f1 + 1.0, f2 + 1.0), float2(f3 + 1.0, f4 + 1.0)); |
| float _1_one = float(_uniforms.colorRed.x); |
| float2x2 _2_m2 = float2x2(float2(f1 * _1_one, f2 * _1_one), float2(f3 * _1_one, f4 * _1_one)); |
| { |
| _2_m2 += (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); |
| } |
| _out.sk_FragColor = ((((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(_uniforms, minus, f1, f2, f3, f4, float2x2(float2(f1 - 1.0, f2 - 1.0), float2(f3 - 1.0, f4 - 1.0)))) && test_bifffff22(_uniforms, star, f1, f2, f3, f4, float2x2(float2(f1 * 2.0, f2 * 2.0), float2(f3 * 2.0, f4 * 2.0)))) && test_bifffff22(_uniforms, slash, f1, f2, f3, f4, float2x2(float2(f1 * 0.5, f2 * 0.5), float2(f3 * 0.5, f4 * 0.5)))) && divisionTest_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |