2021-03-16 14:40:11 +00:00
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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2021-02-03 18:03:29 +00:00
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struct Uniforms {
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float4 colorGreen;
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float4 colorRed;
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};
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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2021-08-10 20:03:23 +00:00
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thread bool operator==(const float2x3 left, const float2x3 right);
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thread bool operator!=(const float2x3 left, const float2x3 right);
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thread bool operator==(const float2x4 left, const float2x4 right);
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thread bool operator!=(const float2x4 left, const float2x4 right);
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thread bool operator==(const float3x2 left, const float3x2 right);
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thread bool operator!=(const float3x2 left, const float3x2 right);
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thread bool operator==(const float3x4 left, const float3x4 right);
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thread bool operator!=(const float3x4 left, const float3x4 right);
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thread bool operator==(const float4x2 left, const float4x2 right);
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thread bool operator!=(const float4x2 left, const float4x2 right);
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thread bool operator==(const float4x3 left, const float4x3 right);
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thread bool operator!=(const float4x3 left, const float4x3 right);
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thread bool operator==(const float2x2 left, const float2x2 right);
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thread bool operator!=(const float2x2 left, const float2x2 right);
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thread bool operator==(const float3x3 left, const float3x3 right);
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thread bool operator!=(const float3x3 left, const float3x3 right);
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2021-05-14 18:38:01 +00:00
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thread bool operator==(const float2x3 left, const float2x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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2021-02-03 18:03:29 +00:00
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}
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2021-05-14 18:38:01 +00:00
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thread bool operator!=(const float2x3 left, const float2x3 right) {
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return !(left == right);
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2021-02-03 18:03:29 +00:00
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}
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2021-05-14 18:38:01 +00:00
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thread bool operator==(const float2x4 left, const float2x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x4 left, const float2x4 right) {
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return !(left == right);
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}
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thread bool operator==(const float3x2 left, const float3x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x2 left, const float3x2 right) {
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return !(left == right);
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}
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thread bool operator==(const float3x4 left, const float3x4 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x4 left, const float3x4 right) {
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return !(left == right);
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}
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2021-05-18 21:31:48 +00:00
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thread bool operator==(const float4x2 left, const float4x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x2 left, const float4x2 right) {
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return !(left == right);
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}
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2021-05-14 18:38:01 +00:00
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thread bool operator==(const float4x3 left, const float4x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]) &&
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all(left[3] == right[3]);
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}
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thread bool operator!=(const float4x3 left, const float4x3 right) {
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return !(left == right);
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}
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thread bool operator==(const float2x2 left, const float2x2 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]);
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}
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thread bool operator!=(const float2x2 left, const float2x2 right) {
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return !(left == right);
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}
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thread bool operator==(const float3x3 left, const float3x3 right) {
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return all(left[0] == right[0]) &&
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all(left[1] == right[1]) &&
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all(left[2] == right[2]);
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}
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thread bool operator!=(const float3x3 left, const float3x3 right) {
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return !(left == right);
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}
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2021-05-17 13:34:23 +00:00
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thread float2x4 operator/(const float2x4 left, const float2x4 right) {
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return float2x4(left[0] / right[0], left[1] / right[1]);
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}
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thread float2x4& operator/=(thread float2x4& left, thread const float2x4& right) {
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left = left / right;
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return left;
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}
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2021-03-22 15:57:41 +00:00
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bool test_half_b() {
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2021-05-14 18:38:01 +00:00
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bool ok = true;
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float2x3 m23 = float2x3(2.0);
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ok = ok && m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0));
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float2x4 m24 = float2x4(3.0);
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ok = ok && m24 == float2x4(float4(3.0, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0));
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float3x2 m32 = float3x2(4.0);
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ok = ok && m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0));
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float3x4 m34 = float3x4(5.0);
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ok = ok && m34 == float3x4(float4(5.0, 0.0, 0.0, 0.0), float4(0.0, 5.0, 0.0, 0.0), float4(0.0, 0.0, 5.0, 0.0));
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2021-05-18 21:31:48 +00:00
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float4x2 m42 = float4x2(6.0);
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ok = ok && m42 == float4x2(float2(6.0, 0.0), float2(0.0, 6.0), float2(0.0, 0.0), float2(0.0, 0.0));
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2021-05-14 18:38:01 +00:00
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float4x3 m43 = float4x3(7.0);
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ok = ok && m43 == float4x3(float3(7.0, 0.0, 0.0), float3(0.0, 7.0, 0.0), float3(0.0, 0.0, 7.0), float3(0.0, 0.0, 0.0));
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2021-03-08 18:29:15 +00:00
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float2x2 m22 = m32 * m23;
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2021-05-14 18:38:01 +00:00
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ok = ok && m22 == float2x2(8.0);
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2021-03-08 18:29:15 +00:00
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float3x3 m33 = m43 * m34;
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2021-05-14 18:38:01 +00:00
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ok = ok && m33 == float3x3(35.0);
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2021-05-17 13:34:03 +00:00
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m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0);
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ok = ok && m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0));
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m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0);
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ok = ok && m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0));
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2021-05-17 13:34:23 +00:00
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m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0);
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ok = ok && m24 == float2x4(float4(0.75, 0.0, 0.0, 0.0), float4(0.0, 0.75, 0.0, 0.0));
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2021-05-14 18:38:01 +00:00
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return ok;
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2021-03-08 18:29:15 +00:00
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}
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2021-02-03 18:03:29 +00:00
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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2021-05-14 18:38:01 +00:00
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bool _0_ok = true;
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float2x3 _1_m23 = float2x3(2.0);
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_0_ok = _0_ok && _1_m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0));
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float2x4 _2_m24 = float2x4(3.0);
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_0_ok = _0_ok && _2_m24 == float2x4(float4(3.0, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0));
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float3x2 _3_m32 = float3x2(4.0);
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_0_ok = _0_ok && _3_m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0));
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float3x4 _4_m34 = float3x4(5.0);
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_0_ok = _0_ok && _4_m34 == float3x4(float4(5.0, 0.0, 0.0, 0.0), float4(0.0, 5.0, 0.0, 0.0), float4(0.0, 0.0, 5.0, 0.0));
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2021-05-18 21:31:48 +00:00
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float4x2 _5_m42 = float4x2(6.0);
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_0_ok = _0_ok && _5_m42 == float4x2(float2(6.0, 0.0), float2(0.0, 6.0), float2(0.0, 0.0), float2(0.0, 0.0));
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2021-05-14 18:38:01 +00:00
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float4x3 _6_m43 = float4x3(7.0);
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_0_ok = _0_ok && _6_m43 == float4x3(float3(7.0, 0.0, 0.0), float3(0.0, 7.0, 0.0), float3(0.0, 0.0, 7.0), float3(0.0, 0.0, 0.0));
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float2x2 _7_m22 = _3_m32 * _1_m23;
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_0_ok = _0_ok && _7_m22 == float2x2(8.0);
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float3x3 _8_m33 = _6_m43 * _4_m34;
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_0_ok = _0_ok && _8_m33 == float3x3(35.0);
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2021-05-17 13:34:03 +00:00
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_1_m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0);
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_0_ok = _0_ok && _1_m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0));
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_3_m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0);
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_0_ok = _0_ok && _3_m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0));
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2021-05-17 13:34:23 +00:00
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_2_m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0);
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_0_ok = _0_ok && _2_m24 == float2x4(float4(0.75, 0.0, 0.0, 0.0), float4(0.0, 0.75, 0.0, 0.0));
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2021-05-14 18:38:01 +00:00
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_out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed;
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2021-02-03 18:03:29 +00:00
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return _out;
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}
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