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 half2x2 left, const half2x2 right); 15thread bool operator!=(const half2x2 left, const half2x2 right); 16 17thread bool operator==(const half3x3 left, const half3x3 right); 18thread bool operator!=(const half3x3 left, const half3x3 right); 19 20thread bool operator==(const half4x4 left, const half4x4 right); 21thread bool operator!=(const half4x4 left, const half4x4 right); 22 23thread bool operator==(const float2x2 left, const float2x2 right); 24thread bool operator!=(const float2x2 left, const float2x2 right); 25 26thread bool operator==(const float3x3 left, const float3x3 right); 27thread bool operator!=(const float3x3 left, const float3x3 right); 28 29thread bool operator==(const float4x4 left, const float4x4 right); 30thread bool operator!=(const float4x4 left, const float4x4 right); 31thread bool operator==(const half2x2 left, const half2x2 right) { 32 return all(left[0] == right[0]) && 33 all(left[1] == right[1]); 34} 35thread bool operator!=(const half2x2 left, const half2x2 right) { 36 return !(left == right); 37} 38thread half2x2& operator*=(thread half2x2& left, thread const half2x2& right) { 39 left = left * right; 40 return left; 41} 42thread bool operator==(const half3x3 left, const half3x3 right) { 43 return all(left[0] == right[0]) && 44 all(left[1] == right[1]) && 45 all(left[2] == right[2]); 46} 47thread bool operator!=(const half3x3 left, const half3x3 right) { 48 return !(left == right); 49} 50thread bool operator==(const half4x4 left, const half4x4 right) { 51 return all(left[0] == right[0]) && 52 all(left[1] == right[1]) && 53 all(left[2] == right[2]) && 54 all(left[3] == right[3]); 55} 56thread bool operator!=(const half4x4 left, const half4x4 right) { 57 return !(left == right); 58} 59thread bool operator==(const float2x2 left, const float2x2 right) { 60 return all(left[0] == right[0]) && 61 all(left[1] == right[1]); 62} 63thread bool operator!=(const float2x2 left, const float2x2 right) { 64 return !(left == right); 65} 66thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { 67 left = left * right; 68 return left; 69} 70thread bool operator==(const float3x3 left, const float3x3 right) { 71 return all(left[0] == right[0]) && 72 all(left[1] == right[1]) && 73 all(left[2] == right[2]); 74} 75thread bool operator!=(const float3x3 left, const float3x3 right) { 76 return !(left == right); 77} 78thread bool operator==(const float4x4 left, const float4x4 right) { 79 return all(left[0] == right[0]) && 80 all(left[1] == right[1]) && 81 all(left[2] == right[2]) && 82 all(left[3] == right[3]); 83} 84thread bool operator!=(const float4x4 left, const float4x4 right) { 85 return !(left == right); 86} 87bool test_half_b() { 88 bool ok = true; 89 half2x2 m1 = half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); 90 ok = ok && m1 == half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); 91 half2x2 m3 = m1; 92 ok = ok && m3 == half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); 93 half2x2 m4 = half2x2(6.0h); 94 ok = ok && m4 == half2x2(half2(6.0h, 0.0h), half2(0.0h, 6.0h)); 95 m3 *= m4; 96 ok = ok && m3 == half2x2(half2(6.0h, 12.0h), half2(18.0h, 24.0h)); 97 half2x2 m5 = half2x2(m1[1].y); 98 ok = ok && m5 == half2x2(half2(4.0h, 0.0h), half2(0.0h, 4.0h)); 99 m1 += m5; 100 ok = ok && m1 == half2x2(half2(5.0h, 2.0h), half2(3.0h, 8.0h)); 101 half2x2 m7 = half2x2(half2(5.0h, 6.0h), half2(7.0h, 8.0h)); 102 ok = ok && m7 == half2x2(half2(5.0h, 6.0h), half2(7.0h, 8.0h)); 103 half3x3 m9 = half3x3(9.0h); 104 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)); 105 half4x4 m10 = half4x4(11.0h); 106 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)); 107 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)); 108 m11 -= m10; 109 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)); 110 return ok; 111} 112bool test_comma_b() { 113 float2x2 x; 114 float2x2 y; 115 return ((x = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)) , y = 0.5 * float2x2(float2(2.0, 4.0), float2(6.0, 8.0))) , x == y); 116} 117fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 118 Outputs _out; 119 (void)_out; 120 bool _0_ok = true; 121 float2x2 _1_m1 = float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); 122 _0_ok = _0_ok && _1_m1 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); 123 float2x2 _2_m3 = _1_m1; 124 _0_ok = _0_ok && _2_m3 == float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); 125 float2x2 _3_m4 = float2x2(6.0); 126 _0_ok = _0_ok && _3_m4 == float2x2(float2(6.0, 0.0), float2(0.0, 6.0)); 127 _2_m3 *= _3_m4; 128 _0_ok = _0_ok && _2_m3 == float2x2(float2(6.0, 12.0), float2(18.0, 24.0)); 129 float2x2 _4_m5 = float2x2(_1_m1[1].y); 130 _0_ok = _0_ok && _4_m5 == float2x2(float2(4.0, 0.0), float2(0.0, 4.0)); 131 _1_m1 += _4_m5; 132 _0_ok = _0_ok && _1_m1 == float2x2(float2(5.0, 2.0), float2(3.0, 8.0)); 133 float2x2 _5_m7 = float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); 134 _0_ok = _0_ok && _5_m7 == float2x2(float2(5.0, 6.0), float2(7.0, 8.0)); 135 float3x3 _6_m9 = float3x3(9.0); 136 _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)); 137 float4x4 _7_m10 = float4x4(11.0); 138 _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)); 139 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)); 140 _8_m11 -= _7_m10; 141 _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)); 142 _out.sk_FragColor = (_0_ok && test_half_b()) && test_comma_b() ? _uniforms.colorGreen : _uniforms.colorRed; 143 return _out; 144} 145