1#include <metal_stdlib> 2#include <simd/simd.h> 3using namespace metal; 4struct Uniforms { 5 half4 colorGreen; 6 half4 colorRed; 7}; 8struct Inputs { 9}; 10struct Outputs { 11 half4 sk_FragColor [[color(0)]]; 12}; 13 14thread bool operator==(const half3x3 left, const half3x3 right); 15thread bool operator!=(const half3x3 left, const half3x3 right); 16 17thread bool operator==(const half2x2 left, const half2x2 right); 18thread bool operator!=(const half2x2 left, const half2x2 right); 19 20thread bool operator==(const float3x3 left, const float3x3 right); 21thread bool operator!=(const float3x3 left, const float3x3 right); 22 23thread bool operator==(const float2x2 left, const float2x2 right); 24thread bool operator!=(const float2x2 left, const float2x2 right); 25thread bool operator==(const half3x3 left, const half3x3 right) { 26 return all(left[0] == right[0]) && 27 all(left[1] == right[1]) && 28 all(left[2] == right[2]); 29} 30thread bool operator!=(const half3x3 left, const half3x3 right) { 31 return !(left == right); 32} 33thread half3x3 operator/(const half3x3 left, const half3x3 right) { 34 return half3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]); 35} 36thread half3x3& operator/=(thread half3x3& left, thread const half3x3& right) { 37 left = left / right; 38 return left; 39} 40thread bool operator==(const half2x2 left, const half2x2 right) { 41 return all(left[0] == right[0]) && 42 all(left[1] == right[1]); 43} 44thread bool operator!=(const half2x2 left, const half2x2 right) { 45 return !(left == right); 46} 47thread half2x2 operator/(const half2x2 left, const half2x2 right) { 48 return half2x2(left[0] / right[0], left[1] / right[1]); 49} 50thread half2x2& operator/=(thread half2x2& left, thread const half2x2& right) { 51 left = left / right; 52 return left; 53} 54thread bool operator==(const float3x3 left, const float3x3 right) { 55 return all(left[0] == right[0]) && 56 all(left[1] == right[1]) && 57 all(left[2] == right[2]); 58} 59thread bool operator!=(const float3x3 left, const float3x3 right) { 60 return !(left == right); 61} 62thread float3x3 operator/(const float3x3 left, const float3x3 right) { 63 return float3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]); 64} 65thread float3x3& operator/=(thread float3x3& left, thread const float3x3& right) { 66 left = left / right; 67 return left; 68} 69thread bool operator==(const float2x2 left, const float2x2 right) { 70 return all(left[0] == right[0]) && 71 all(left[1] == right[1]); 72} 73thread bool operator!=(const float2x2 left, const float2x2 right) { 74 return !(left == right); 75} 76thread float2x2 operator/(const float2x2 left, const float2x2 right) { 77 return float2x2(left[0] / right[0], left[1] / right[1]); 78} 79thread float2x2& operator/=(thread float2x2& left, thread const float2x2& right) { 80 left = left / right; 81 return left; 82} 83bool test_half_b() { 84 bool ok = true; 85 ok = ok && half3x3(2.0h) + (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) == half3x3(half3(6.0h, 4.0h, 4.0h), half3(4.0h, 6.0h, 4.0h), half3(4.0h, 4.0h, 6.0h)); 86 ok = ok && half3x3(2.0h) - (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) == half3x3(half3(-2.0h, -4.0h, -4.0h), half3(-4.0h, -2.0h, -4.0h), half3(-4.0h, -4.0h, -2.0h)); 87 ok = ok && half3x3(2.0h) * 4.0h == half3x3(8.0h); 88 ok = ok && half3x3(2.0h) / (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) == half3x3(0.5h); 89 ok = ok && (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) + half3x3(2.0h) == half3x3(half3(6.0h, 4.0h, 4.0h), half3(4.0h, 6.0h, 4.0h), half3(4.0h, 4.0h, 6.0h)); 90 ok = ok && (half3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0h) - half3x3(2.0h) == half3x3(half3(2.0h, 4.0h, 4.0h), half3(4.0h, 2.0h, 4.0h), half3(4.0h, 4.0h, 2.0h)); 91 ok = ok && 4.0h * half3x3(2.0h) == half3x3(8.0h); 92 ok = ok && (half2x2(1.0, 1.0, 1.0, 1.0) * 4.0h) / half2x2(half2(2.0h, 2.0h), half2(2.0h, 2.0h)) == half2x2(half2(2.0h, 2.0h), half2(2.0h, 2.0h)); 93 return ok; 94} 95fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 96 Outputs _out; 97 (void)_out; 98 bool _0_ok = true; 99 _0_ok = _0_ok && float3x3(2.0) + (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0)); 100 _0_ok = _0_ok && float3x3(2.0) - (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0)); 101 _0_ok = _0_ok && float3x3(2.0) * 4.0 == float3x3(8.0); 102 _0_ok = _0_ok && float3x3(2.0) / (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) == float3x3(0.5); 103 _0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) + float3x3(2.0) == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0)); 104 _0_ok = _0_ok && (float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) * 4.0) - float3x3(2.0) == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0)); 105 _0_ok = _0_ok && 4.0 * float3x3(2.0) == float3x3(8.0); 106 _0_ok = _0_ok && (float2x2(1.0, 1.0, 1.0, 1.0) * 4.0) / float2x2(float2(2.0, 2.0), float2(2.0, 2.0)) == float2x2(float2(2.0, 2.0), float2(2.0, 2.0)); 107 _out.sk_FragColor = _0_ok && test_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; 108 return _out; 109} 110