#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; thread bool operator==(const half2x2 left, const half2x2 right); thread bool operator!=(const half2x2 left, const half2x2 right); thread bool operator==(const half3x3 left, const half3x3 right); thread bool operator!=(const half3x3 left, const half3x3 right); thread bool operator==(const half4x4 left, const half4x4 right); thread bool operator!=(const half4x4 left, const half4x4 right); thread bool operator==(const float2x2 left, const float2x2 right); thread bool operator!=(const float2x2 left, const float2x2 right); thread bool operator==(const float3x3 left, const float3x3 right); thread bool operator!=(const float3x3 left, const float3x3 right); thread bool operator==(const float4x4 left, const float4x4 right); thread bool operator!=(const float4x4 left, const float4x4 right); thread bool operator==(const half2x2 left, const half2x2 right) { return all(left[0] == right[0]) && all(left[1] == right[1]); } thread bool operator!=(const half2x2 left, const half2x2 right) { return !(left == right); } thread half2x2& operator*=(thread half2x2& left, thread const half2x2& right) { left = left * right; return left; } thread bool operator==(const half3x3 left, const half3x3 right) { return all(left[0] == right[0]) && all(left[1] == right[1]) && all(left[2] == right[2]); } thread bool operator!=(const half3x3 left, const half3x3 right) { return !(left == right); } thread bool operator==(const half4x4 left, const half4x4 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 half4x4 left, const half4x4 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 float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { left = left * right; return left; } 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 bool operator==(const float4x4 left, const float4x4 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 float4x4 left, const float4x4 right) { return !(left == right); } bool test_half_b() { bool ok = true; half2x2 m1 = half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); ok = ok && m1 == half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); half2x2 m3 = m1; ok = ok && m3 == half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); half2x2 m4 = half2x2(6.0h); ok = ok && m4 == half2x2(half2(6.0h, 0.0h), half2(0.0h, 6.0h)); m3 *= m4; ok = ok && m3 == half2x2(half2(6.0h, 12.0h), half2(18.0h, 24.0h)); half2x2 m5 = half2x2(m1[1].y); ok = ok && m5 == half2x2(half2(4.0h, 0.0h), half2(0.0h, 4.0h)); m1 += m5; ok = ok && m1 == half2x2(half2(5.0h, 2.0h), half2(3.0h, 8.0h)); half2x2 m7 = half2x2(half2(5.0h, 6.0h), half2(7.0h, 8.0h)); ok = ok && m7 == half2x2(half2(5.0h, 6.0h), half2(7.0h, 8.0h)); half3x3 m9 = half3x3(9.0h); ok = ok && m9 == half3x3(half3(9.0h, 0.0h, 0.0h), half3(0.0h, 9.0h, 0.0h), half3(0.0h, 0.0h, 9.0h)); half4x4 m10 = half4x4(11.0h); ok = ok && m10 == half4x4(half4(11.0h, 0.0h, 0.0h, 0.0h), half4(0.0h, 11.0h, 0.0h, 0.0h), half4(0.0h, 0.0h, 11.0h, 0.0h), half4(0.0h, 0.0h, 0.0h, 11.0h)); half4x4 m11 = half4x4(half4(20.0h, 20.0h, 20.0h, 20.0h), half4(20.0h, 20.0h, 20.0h, 20.0h), half4(20.0h, 20.0h, 20.0h, 20.0h), half4(20.0h, 20.0h, 20.0h, 20.0h)); m11 -= m10; ok = ok && m11 == half4x4(half4(9.0h, 20.0h, 20.0h, 20.0h), half4(20.0h, 9.0h, 20.0h, 20.0h), half4(20.0h, 20.0h, 9.0h, 20.0h), half4(20.0h, 20.0h, 20.0h, 9.0h)); return ok; } bool test_comma_b() { float2x2 x; float2x2 y; return ((x = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)), y = float2x2(float2(1.0, 2.0), float2(3.0, 4.0))), x == y); } 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; float2x2 _1_m1 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); _0_ok = _0_ok && _1_m1 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); float2x2 _2_m3 = _1_m1; _0_ok = _0_ok && _2_m3 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); float2x2 _3_m4 = float2x2(6.0); _0_ok = _0_ok && _3_m4 == float2x2(float2(6.0, 0.0), float2(0.0, 6.0)); _2_m3 *= _3_m4; _0_ok = _0_ok && _2_m3 == float2x2(float2(6.0, 12.0), float2(18.0, 24.0)); float2x2 _4_m5 = float2x2(_1_m1[1].y); _0_ok = _0_ok && _4_m5 == float2x2(float2(4.0, 0.0), float2(0.0, 4.0)); _1_m1 += _4_m5; _0_ok = _0_ok && _1_m1 == float2x2(float2(5.0, 2.0), float2(3.0, 8.0)); float2x2 _5_m7 = float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); _0_ok = _0_ok && _5_m7 == float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); float3x3 _6_m9 = float3x3(9.0); _0_ok = _0_ok && _6_m9 == float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 9.0)); float4x4 _7_m10 = float4x4(11.0); _0_ok = _0_ok && _7_m10 == float4x4(float4(11.0, 0.0, 0.0, 0.0), float4(0.0, 11.0, 0.0, 0.0), float4(0.0, 0.0, 11.0, 0.0), float4(0.0, 0.0, 0.0, 11.0)); float4x4 _8_m11 = float4x4(float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0), float4(20.0, 20.0, 20.0, 20.0)); _8_m11 -= _7_m10; _0_ok = _0_ok && _8_m11 == float4x4(float4(9.0, 20.0, 20.0, 20.0), float4(20.0, 9.0, 20.0, 20.0), float4(20.0, 20.0, 9.0, 20.0), float4(20.0, 20.0, 20.0, 9.0)); _out.sk_FragColor = (_0_ok && test_half_b()) && test_comma_b() ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }