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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