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1#include <metal_stdlib>
2#include <simd/simd.h>
3using namespace metal;
4struct Uniforms {
5    half4 colorGreen;
6    half4 colorRed;
7    float2x2 testMatrix2x2;
8};
9struct Inputs {
10};
11struct Outputs {
12    half4 sk_FragColor [[color(0)]];
13};
14
15thread bool operator==(const float2x2 left, const float2x2 right);
16thread bool operator!=(const float2x2 left, const float2x2 right);
17
18thread bool operator==(const float3x3 left, const float3x3 right);
19thread bool operator!=(const float3x3 left, const float3x3 right);
20
21thread bool operator==(const float4x4 left, const float4x4 right);
22thread bool operator!=(const float4x4 left, const float4x4 right);
23
24float4 float4_from_float2x2(float2x2 x) {
25    return float4(x[0].xy, x[1].xy);
26}
27thread bool operator==(const float2x2 left, const float2x2 right) {
28    return all(left[0] == right[0]) &&
29           all(left[1] == right[1]);
30}
31thread bool operator!=(const float2x2 left, const float2x2 right) {
32    return !(left == right);
33}
34float2x2 float2x2_from_float3_float(float3 x0, float x1) {
35    return float2x2(float2(x0.xy), float2(x0.z, x1));
36}
37thread bool operator==(const float3x3 left, const float3x3 right) {
38    return all(left[0] == right[0]) &&
39           all(left[1] == right[1]) &&
40           all(left[2] == right[2]);
41}
42thread bool operator!=(const float3x3 left, const float3x3 right) {
43    return !(left == right);
44}
45float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) {
46    return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3));
47}
48thread bool operator==(const float4x4 left, const float4x4 right) {
49    return all(left[0] == right[0]) &&
50           all(left[1] == right[1]) &&
51           all(left[2] == right[2]) &&
52           all(left[3] == right[3]);
53}
54thread bool operator!=(const float4x4 left, const float4x4 right) {
55    return !(left == right);
56}
57float4x4 float4x4_from_float3_float3_float4_float2_float4(float3 x0, float3 x1, float4 x2, float2 x3, float4 x4) {
58    return float4x4(float4(x0.xyz, x1.x), float4(x1.yz, x2.xy), float4(x2.zw, x3.xy), float4(x4.xyzw));
59}
60fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
61    Outputs _out;
62    (void)_out;
63    float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
64    bool ok = float2x2_from_float3_float(f4.xyz, 4.0) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
65    ok = ok && float3x3_from_float2_float2_float4_float(f4.xy, f4.zw, f4, f4.x) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
66    ok = ok && float4x4_from_float3_float3_float4_float2_float4(f4.xyz, f4.wxy, f4.zwxy, f4.zw, f4) == float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
67    _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
68    return _out;
69}
70