1#include <metal_stdlib> 2#include <simd/simd.h> 3#ifdef __clang__ 4#pragma clang diagnostic ignored "-Wall" 5#endif 6using namespace metal; 7constant const int minus = 2; 8constant const int star = 3; 9constant const int slash = 4; 10struct Uniforms { 11 half4 colorGreen; 12 half4 colorRed; 13 float4 testInputs; 14}; 15struct Inputs { 16}; 17struct Outputs { 18 half4 sk_FragColor [[color(0)]]; 19}; 20float4 float4_from_float2x2(float2x2 x) {return float4(x[0].xy, x[1].xy);}bool test_bifffff22(Uniforms _uniforms, int op, float m11, float m12, float m21, float m22, float2x2 expected) { 21 float one = float(_uniforms.colorRed.x); 22 float2x2 m2 = float2x2(float2(m11 * one, m12 * one), float2(m21 * one, m22 * one)); 23 switch (op) { 24 case 1: 25 m2 = (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0) + m2; 26 break; 27 case 2: 28 m2 -= (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); 29 break; 30 case 3: 31 m2 *= 2.0; 32 break; 33 case 4: 34 m2 = m2 * 0.5; 35 break; 36 } 37 return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y; 38} 39bool divisionTest_b(Uniforms _uniforms) { 40 float ten = float(_uniforms.colorRed.x * 10.0h); 41 float2x2 mat = float2x2(float2(ten), float2(ten)); 42 float2x2 div = mat * (1.0 / _uniforms.testInputs.x); 43 mat *= 1.0 / _uniforms.testInputs.x; 44 return all((abs(float4_from_float2x2(div) + float4(8.0)) < float4(0.01))) && all((abs(float4_from_float2x2(mat) + float4(8.0)) < float4(0.01))); 45} 46fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 47 Outputs _out; 48 (void)_out; 49 float f1 = float(_uniforms.colorGreen.y); 50 float f2 = float(2.0h * _uniforms.colorGreen.y); 51 float f3 = float(3.0h * _uniforms.colorGreen.y); 52 float f4 = float(4.0h * _uniforms.colorGreen.y); 53 float2x2 _0_expected = float2x2(float2(f1 + 1.0, f2 + 1.0), float2(f3 + 1.0, f4 + 1.0)); 54 float _1_one = float(_uniforms.colorRed.x); 55 float2x2 _2_m2 = float2x2(float2(f1 * _1_one, f2 * _1_one), float2(f3 * _1_one, f4 * _1_one)); 56 { 57 _2_m2 = (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0) + _2_m2; 58 } 59 _out.sk_FragColor = ((((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(_uniforms, minus, f1, f2, f3, f4, float2x2(float2(f1 - 1.0, f2 - 1.0), float2(f3 - 1.0, f4 - 1.0)))) && test_bifffff22(_uniforms, star, f1, f2, f3, f4, float2x2(float2(f1 * 2.0, f2 * 2.0), float2(f3 * 2.0, f4 * 2.0)))) && test_bifffff22(_uniforms, slash, f1, f2, f3, f4, float2x2(float2(f1 * 0.5, f2 * 0.5), float2(f3 * 0.5, f4 * 0.5)))) && divisionTest_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed; 60 return _out; 61} 62