xref: /aosp_15_r20/external/skia/tests/sksl/shared/MatrixConstructorsES2.metal (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1#include <metal_stdlib>
2#include <simd/simd.h>
3#ifdef __clang__
4#pragma clang diagnostic ignored "-Wall"
5#endif
6using namespace metal;
7struct Uniforms {
8    half4 colorGreen;
9    half4 colorRed;
10    float2x2 testMatrix2x2;
11};
12struct Inputs {
13};
14struct Outputs {
15    half4 sk_FragColor [[color(0)]];
16};
17
18thread bool operator==(const float2x2 left, const float2x2 right);
19thread bool operator!=(const float2x2 left, const float2x2 right);
20
21thread bool operator==(const float3x3 left, const float3x3 right);
22thread bool operator!=(const float3x3 left, const float3x3 right);
23
24thread bool operator==(const float4x4 left, const float4x4 right);
25thread bool operator!=(const float4x4 left, const float4x4 right);
26
27float4 float4_from_float2x2(float2x2 x) {
28    return float4(x[0].xy, x[1].xy);
29}
30thread bool operator==(const float2x2 left, const float2x2 right) {
31    return all(left[0] == right[0]) &&
32           all(left[1] == right[1]);
33}
34thread bool operator!=(const float2x2 left, const float2x2 right) {
35    return !(left == right);
36}
37float2x2 float2x2_from_float3_float(float3 x0, float x1) {
38    return float2x2(float2(x0.xy), float2(x0.z, x1));
39}
40thread bool operator==(const float3x3 left, const float3x3 right) {
41    return all(left[0] == right[0]) &&
42           all(left[1] == right[1]) &&
43           all(left[2] == right[2]);
44}
45thread bool operator!=(const float3x3 left, const float3x3 right) {
46    return !(left == right);
47}
48float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) {
49    return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3));
50}
51thread bool operator==(const float4x4 left, const float4x4 right) {
52    return all(left[0] == right[0]) &&
53           all(left[1] == right[1]) &&
54           all(left[2] == right[2]) &&
55           all(left[3] == right[3]);
56}
57thread bool operator!=(const float4x4 left, const float4x4 right) {
58    return !(left == right);
59}
60float4x4 float4x4_from_float3_float3_float4_float2_float4(float3 x0, float3 x1, float4 x2, float2 x3, float4 x4) {
61    return float4x4(float4(x0.xyz, x1.x), float4(x1.yz, x2.xy), float4(x2.zw, x3.xy), float4(x4.xyzw));
62}
63fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
64    Outputs _out;
65    (void)_out;
66    float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
67    bool ok = float2x2_from_float3_float(f4.xyz, 4.0) == float2x2(float2(1.0, 2.0), float2(3.0, 4.0));
68    ok = ok && float3x3_from_float2_float2_float4_float(f4.xy, f4.zw, f4, f4.x) == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0));
69    ok = ok && float4x4_from_float3_float3_float4_float2_float4(f4.xyz, f4.wxy, f4.zwxy, f4.zw, f4) == float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0));
70    _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
71    return _out;
72}
73