#include #include using namespace metal; struct Uniforms { float4 colorRed; float4 colorGreen; float unknownInput; }; struct Inputs { }; struct Outputs { float4 sk_FragColor [[color(0)]]; }; bool test_int_b(Uniforms _uniforms) { bool ok = true; int4 inputRed = int4(_uniforms.colorRed); int4 inputGreen = int4(_uniforms.colorGreen); int4 x = inputRed + 2; ok = ok && all(x == int4(3, 2, 2, 3)); x = inputGreen.ywxz - 2; ok = ok && all(x == int4(-1, -1, -2, -2)); x = inputRed + inputGreen.y; ok = ok && all(x == int4(2, 1, 1, 2)); x.xyz = inputGreen.wyw * 9; ok = ok && all(x == int4(9, 9, 9, 2)); x.xy = x.zw / 3; ok = ok && all(x == int4(3, 0, 9, 2)); x = (inputRed * 5).yxwz; ok = ok && all(x == int4(0, 5, 5, 0)); x = 2 + inputRed; ok = ok && all(x == int4(3, 2, 2, 3)); x = 10 - inputGreen.ywxz; ok = ok && all(x == int4(9, 9, 10, 10)); x = inputRed.x + inputGreen; ok = ok && all(x == int4(1, 2, 1, 2)); x.xyz = 9 * inputGreen.wyw; ok = ok && all(x == int4(9, 9, 9, 2)); x.xy = 36 / x.zw; ok = ok && all(x == int4(4, 18, 9, 2)); x = (36 / x).yxwz; ok = ok && all(x == int4(2, 9, 18, 4)); x += 2; x *= 2; x -= 4; x /= 2; ok = ok && all(x == int4(2, 9, 18, 4)); x = x + 2; x = x * 2; x = x - 4; x = x / 2; ok = ok && all(x == int4(2, 9, 18, 4)); return ok; } 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; float4 _1_inputRed = _uniforms.colorRed; float4 _2_inputGreen = _uniforms.colorGreen; float4 _3_x = _1_inputRed + 2.0; _0_ok = _0_ok && all(_3_x == float4(3.0, 2.0, 2.0, 3.0)); _3_x = _2_inputGreen.ywxz - 2.0; _0_ok = _0_ok && all(_3_x == float4(-1.0, -1.0, -2.0, -2.0)); _3_x = _1_inputRed + _2_inputGreen.y; _0_ok = _0_ok && all(_3_x == float4(2.0, 1.0, 1.0, 2.0)); _3_x.xyz = _2_inputGreen.wyw * 9.0; _0_ok = _0_ok && all(_3_x == float4(9.0, 9.0, 9.0, 2.0)); _3_x.xy = _3_x.zw / 0.5; _0_ok = _0_ok && all(_3_x == float4(18.0, 4.0, 9.0, 2.0)); _3_x = (_1_inputRed * 5.0).yxwz; _0_ok = _0_ok && all(_3_x == float4(0.0, 5.0, 5.0, 0.0)); _3_x = 2.0 + _1_inputRed; _0_ok = _0_ok && all(_3_x == float4(3.0, 2.0, 2.0, 3.0)); _3_x = 10.0 - _2_inputGreen.ywxz; _0_ok = _0_ok && all(_3_x == float4(9.0, 9.0, 10.0, 10.0)); _3_x = _1_inputRed.x + _2_inputGreen; _0_ok = _0_ok && all(_3_x == float4(1.0, 2.0, 1.0, 2.0)); _3_x.xyz = 9.0 * _2_inputGreen.wyw; _0_ok = _0_ok && all(_3_x == float4(9.0, 9.0, 9.0, 2.0)); _3_x.xy = 36.0 / _3_x.zw; _0_ok = _0_ok && all(_3_x == float4(4.0, 18.0, 9.0, 2.0)); _3_x = (36.0 / _3_x).yxwz; _0_ok = _0_ok && all(_3_x == float4(2.0, 9.0, 18.0, 4.0)); _3_x += 2.0; _3_x *= 2.0; _3_x -= 4.0; _3_x /= 2.0; _0_ok = _0_ok && all(_3_x == float4(2.0, 9.0, 18.0, 4.0)); _3_x = _3_x + 2.0; _3_x = _3_x * 2.0; _3_x = _3_x - 4.0; _3_x = _3_x / 2.0; _0_ok = _0_ok && all(_3_x == float4(2.0, 9.0, 18.0, 4.0)); _out.sk_FragColor = _0_ok && test_int_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }