#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; template bool operator==(thread const array& left, thread const array& right); template bool operator!=(thread const array& left, thread const array& right); thread bool operator==(const float2x2 left, const float2x2 right); thread bool operator!=(const float2x2 left, const float2x2 right); template array array_of_half_from_float(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = half(x[i]); } return result; } template array array_of_float_from_half(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = float(x[i]); } return result; } template array array_of_short3_from_int3(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = short3(x[i]); } return result; } template array array_of_int3_from_short3(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = int3(x[i]); } return result; } template array array_of_float2x2_from_half2x2(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = float2x2(x[i]); } return result; } template array array_of_half2x2_from_float2x2(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = half2x2(x[i]); } return result; } template bool operator==(thread const array& left, thread const array& right) { for (size_t index = 0; index < N; ++index) { if (!all(left[index] == right[index])) { return false; } } return true; } template bool operator!=(thread const array& left, thread const array& right) { return !(left == 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); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; array f = array{1.0, 2.0, 3.0, 4.0}; array h = array_of_half_from_float(f); f = array_of_float_from_half(h); h = array_of_half_from_float(f); array i3 = array{int3(1), int3(2), int3(3)}; array s3 = array_of_short3_from_int3(i3); i3 = array_of_int3_from_short3(s3); s3 = array_of_short3_from_int3(i3); array h2x2 = array{half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)), half2x2(half2(5.0h, 6.0h), half2(7.0h, 8.0h))}; array f2x2 = array_of_float2x2_from_half2x2(h2x2); f2x2 = array_of_float2x2_from_half2x2(h2x2); h2x2 = array_of_half2x2_from_float2x2(f2x2); _out.sk_FragColor = (f == array_of_float_from_half(h) && i3 == array_of_int3_from_short3(s3)) && f2x2 == array_of_float2x2_from_half2x2(h2x2) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }