#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); template array array_of_int_from_short(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = int(x[i]); } return result; } template array array_of_short_from_int(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = short(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_half_from_float(thread const array& x) { array result; for (int i = 0; i < N; ++i) { result[i] = half(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); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; array i2 = array{1, 2}; array s2 = array{1, 2}; array f2 = array{1.0, 2.0}; array h2 = array{1.0h, 2.0h}; i2 = array_of_int_from_short(s2); s2 = array_of_short_from_int(i2); f2 = array_of_float_from_half(h2); h2 = array_of_half_from_float(f2); const array cf2 = array{1.0, 2.0}; _out.sk_FragColor = ((i2 == array_of_int_from_short(s2) && f2 == array_of_float_from_half(h2)) && i2 == array{1, 2}) && array_of_float_from_half(h2) == cf2 ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }