| #include <metal_stdlib> |
| #include <simd/simd.h> |
| using namespace metal; |
| struct Uniforms { |
| half4 colorGreen; |
| half4 colorRed; |
| float3x3 testMatrix3x3; |
| float4x4 testMatrix4x4; |
| }; |
| struct Inputs { |
| }; |
| struct Outputs { |
| half4 sk_FragColor [[color(0)]]; |
| }; |
| bool test3x3_b(Uniforms _uniforms) { |
| float3 expected = float3(3.0, 2.0, 1.0); |
| for (int c = 0;c < 3; ++c) { |
| float3 vec = _uniforms.testMatrix3x3[c]; |
| for (int r = 0;r < 3; ++r) { |
| if (vec[uint3(2, 1, 0)[r]] != expected[r]) { |
| return false; |
| } |
| } |
| expected += 3.0; |
| } |
| return true; |
| } |
| bool test4x4_b(Uniforms _uniforms) { |
| float4 expected = float4(4.0, 3.0, 2.0, 1.0); |
| for (int c = 0;c < 4; ++c) { |
| float4 vec = _uniforms.testMatrix4x4[c]; |
| for (int r = 0;r < 4; ++r) { |
| if (vec[uint4(3, 2, 1, 0)[r]] != expected[r]) { |
| return false; |
| } |
| } |
| expected += 4.0; |
| } |
| return true; |
| } |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { |
| Outputs _out; |
| (void)_out; |
| _out.sk_FragColor = test3x3_b(_uniforms) && test4x4_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed; |
| return _out; |
| } |