#include #include using namespace metal; struct Uniforms { float4 colorGreen; float4 colorRed; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; thread bool operator==(const float2x3 left, const float2x3 right) { return all(left[0] == right[0]) && all(left[1] == right[1]); } thread bool operator!=(const float2x3 left, const float2x3 right) { return !(left == right); } thread bool operator==(const float2x4 left, const float2x4 right) { return all(left[0] == right[0]) && all(left[1] == right[1]); } thread bool operator!=(const float2x4 left, const float2x4 right) { return !(left == right); } thread bool operator==(const float3x2 left, const float3x2 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]); } thread bool operator!=(const float3x2 left, const float3x2 right) { return !(left == right); } thread bool operator==(const float3x4 left, const float3x4 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]); } thread bool operator!=(const float3x4 left, const float3x4 right) { return !(left == right); } thread bool operator==(const float4x2 left, const float4x2 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 float4x2 left, const float4x2 right) { return !(left == right); } thread bool operator==(const float4x3 left, const float4x3 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 float4x3 left, const float4x3 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); } 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 float2x4 operator/(const float2x4 left, const float2x4 right) { return float2x4(left[0] / right[0], left[1] / right[1]); } thread float2x4& operator/=(thread float2x4& left, thread const float2x4& right) { left = left / right; return left; } bool test_half_b() { bool ok = true; float2x3 m23 = float2x3(2.0); ok = ok && m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0)); float2x4 m24 = float2x4(3.0); ok = ok && m24 == float2x4(float4(3.0, 0.0, 0.0, 0.0), float4(0.0, 3.0, 0.0, 0.0)); float3x2 m32 = float3x2(4.0); ok = ok && m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0)); float3x4 m34 = float3x4(5.0); 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)); float4x2 m42 = float4x2(6.0); ok = ok && m42 == float4x2(float2(6.0, 0.0), float2(0.0, 6.0), float2(0.0, 0.0), float2(0.0, 0.0)); float4x3 m43 = float4x3(7.0); 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)); float2x2 m22 = m32 * m23; ok = ok && m22 == float2x2(8.0); float3x3 m33 = m43 * m34; ok = ok && m33 == float3x3(35.0); m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0); ok = ok && m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0)); m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0); ok = ok && m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0)); m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0); ok = ok && m24 == float2x4(float4(0.75, 0.0, 0.0, 0.0), float4(0.0, 0.75, 0.0, 0.0)); return ok; } 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; float2x3 _1_m23 = float2x3(2.0); _0_ok = _0_ok && _1_m23 == float2x3(float3(2.0, 0.0, 0.0), float3(0.0, 2.0, 0.0)); float2x4 _2_m24 = float2x4(3.0); _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)); float3x2 _3_m32 = float3x2(4.0); _0_ok = _0_ok && _3_m32 == float3x2(float2(4.0, 0.0), float2(0.0, 4.0), float2(0.0, 0.0)); float3x4 _4_m34 = float3x4(5.0); _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)); float4x2 _5_m42 = float4x2(6.0); _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)); float4x3 _6_m43 = float4x3(7.0); _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)); float2x2 _7_m22 = _3_m32 * _1_m23; _0_ok = _0_ok && _7_m22 == float2x2(8.0); float3x3 _8_m33 = _6_m43 * _4_m34; _0_ok = _0_ok && _8_m33 == float3x3(35.0); _1_m23 += (float2x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 1.0); _0_ok = _0_ok && _1_m23 == float2x3(float3(3.0, 1.0, 1.0), float3(1.0, 3.0, 1.0)); _3_m32 -= (float3x2(1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 2.0); _0_ok = _0_ok && _3_m32 == float3x2(float2(2.0, -2.0), float2(-2.0, 2.0), float2(-2.0, -2.0)); _2_m24 /= (float2x4(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0); _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)); _out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }