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 half2x2 testMatrix2x2; 11 half3x3 testMatrix3x3; 12}; 13struct Inputs { 14}; 15struct Outputs { 16 half4 sk_FragColor [[color(0)]]; 17}; 18 19thread bool operator==(const half2x2 left, const half2x2 right); 20thread bool operator!=(const half2x2 left, const half2x2 right); 21 22thread bool operator==(const half3x3 left, const half3x3 right); 23thread bool operator!=(const half3x3 left, const half3x3 right); 24 25thread bool operator==(const float2x2 left, const float2x2 right); 26thread bool operator!=(const float2x2 left, const float2x2 right); 27 28thread bool operator==(const float3x3 left, const float3x3 right); 29thread bool operator!=(const float3x3 left, const float3x3 right); 30thread bool operator==(const half2x2 left, const half2x2 right) { 31 return all(left[0] == right[0]) && 32 all(left[1] == right[1]); 33} 34thread bool operator!=(const half2x2 left, const half2x2 right) { 35 return !(left == right); 36} 37thread bool operator==(const half3x3 left, const half3x3 right) { 38 return all(left[0] == right[0]) && 39 all(left[1] == right[1]) && 40 all(left[2] == right[2]); 41} 42thread bool operator!=(const half3x3 left, const half3x3 right) { 43 return !(left == right); 44} 45thread bool operator==(const float2x2 left, const float2x2 right) { 46 return all(left[0] == right[0]) && 47 all(left[1] == right[1]); 48} 49thread bool operator!=(const float2x2 left, const float2x2 right) { 50 return !(left == right); 51} 52thread bool operator==(const float3x3 left, const float3x3 right) { 53 return all(left[0] == right[0]) && 54 all(left[1] == right[1]) && 55 all(left[2] == right[2]); 56} 57thread bool operator!=(const float3x3 left, const float3x3 right) { 58 return !(left == right); 59} 60float3x3 float3x3_from_float2x2(float2x2 x0) { 61 return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(0.0, 0.0, 1.0)); 62} 63float2x2 float2x2_from_float3x3(float3x3 x0) { 64 return float2x2(float2(x0[0].xy), float2(x0[1].xy)); 65} 66 67half4 half4_from_half2x2(half2x2 x) { 68 return half4(x[0].xy, x[1].xy); 69} 70fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 71 Outputs _out; 72 (void)_out; 73 bool _0_ok = true; 74 _0_ok = _0_ok && _uniforms.testMatrix2x2 == half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); 75 _0_ok = _0_ok && _uniforms.testMatrix3x3 == half3x3(half3(1.0h, 2.0h, 3.0h), half3(4.0h, 5.0h, 6.0h), half3(7.0h, 8.0h, 9.0h)); 76 _0_ok = _0_ok && _uniforms.testMatrix2x2 != half2x2(100.0h); 77 _0_ok = _0_ok && _uniforms.testMatrix3x3 != half3x3(half3(9.0h, 8.0h, 7.0h), half3(6.0h, 5.0h, 4.0h), half3(3.0h, 2.0h, 1.0h)); 78 float _1_zero = float(_uniforms.colorGreen.x); 79 float _2_one = float(_uniforms.colorGreen.y); 80 float _3_two = 2.0 * _2_one; 81 float _4_nine = 9.0 * _2_one; 82 _0_ok = _0_ok && float2x2(float2(_2_one, _1_zero), float2(_1_zero, _2_one)) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)); 83 _0_ok = _0_ok && float2x2(float2(_2_one, _1_zero), float2(_2_one)) != float2x2(float2(1.0, 0.0), float2(0.0, 1.0)); 84 _0_ok = _0_ok && float2x2(_2_one) == float2x2(1.0); 85 _0_ok = _0_ok && float2x2(_2_one) != float2x2(0.0); 86 _0_ok = _0_ok && float2x2(-_2_one) == float2x2(-1.0); 87 _0_ok = _0_ok && float2x2(_1_zero) == float2x2(-0.0); 88 _0_ok = _0_ok && (-1.0 * float2x2(-_2_one)) == float2x2(1.0); 89 _0_ok = _0_ok && (-1.0 * float2x2(_1_zero)) == float2x2(-0.0); 90 _0_ok = _0_ok && float2x2(_2_one) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)); 91 _0_ok = _0_ok && float2x2(_3_two) != float2x2(float2(1.0, 0.0), float2(0.0, 1.0)); 92 _0_ok = _0_ok && float2x2(_2_one) == float2x2(1.0); 93 _0_ok = _0_ok && float2x2(_2_one) != float2x2(0.0); 94 _0_ok = _0_ok && float3x3(float3(_2_one, _1_zero, _1_zero), float3(_1_zero, _2_one, _1_zero), float3(_1_zero, _1_zero, _2_one)) == float3x3_from_float2x2(float2x2(1.0)); 95 _0_ok = _0_ok && float3x3(float3(_4_nine, _1_zero, _1_zero), float3(_1_zero, _4_nine, _1_zero), float3(_1_zero, _1_zero, _2_one)) == float3x3_from_float2x2(float2x2(9.0)); 96 _0_ok = _0_ok && float3x3(_2_one) == float3x3_from_float2x2(float2x2(1.0)); 97 _0_ok = _0_ok && float3x3(float3(_4_nine, 0.0, 0.0), float3(0.0, _4_nine, 0.0), float3(0.0, 0.0, _2_one)) == float3x3_from_float2x2(float2x2(9.0)); 98 _0_ok = _0_ok && float2x2_from_float3x3(float3x3(_2_one)) == float2x2(1.0); 99 _0_ok = _0_ok && float2x2_from_float3x3(float3x3(_2_one)) == float2x2(1.0); 100 _0_ok = _0_ok && float2x2(float2(_2_one, _1_zero), float2(_1_zero, _2_one)) == float2x2(1.0); 101 _0_ok = _0_ok && float2x2(float2(_2_one, _1_zero), float2(_1_zero, _2_one)) == float2x2(1.0); 102 _0_ok = _0_ok && float2x2(float2(_2_one, _1_zero), float2(_1_zero, _2_one)) == float2x2(1.0); 103 _0_ok = _0_ok && all(float4(half4_from_half2x2(_uniforms.testMatrix2x2)) * float4(_2_one) == float4(1.0, 2.0, 3.0, 4.0)); 104 _0_ok = _0_ok && all(float4(half4_from_half2x2(_uniforms.testMatrix2x2)) * float4(_2_one) == float4(half4_from_half2x2(_uniforms.testMatrix2x2))); 105 _0_ok = _0_ok && all(float4(half4_from_half2x2(_uniforms.testMatrix2x2)) * float4(_1_zero) == float4(0.0)); 106 float3x3 _5_m = float3x3(float3(_2_one, _3_two, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, _4_nine)); 107 _0_ok = _0_ok && all(_5_m[0] == float3(1.0, 2.0, 3.0)); 108 _0_ok = _0_ok && all(_5_m[1] == float3(4.0, 5.0, 6.0)); 109 _0_ok = _0_ok && all(_5_m[2] == float3(7.0, 8.0, 9.0)); 110 _0_ok = _0_ok && _5_m[0].x == 1.0; 111 _0_ok = _0_ok && _5_m[0].y == 2.0; 112 _0_ok = _0_ok && _5_m[0].z == 3.0; 113 _0_ok = _0_ok && _5_m[1].x == 4.0; 114 _0_ok = _0_ok && _5_m[1].y == 5.0; 115 _0_ok = _0_ok && _5_m[1].z == 6.0; 116 _0_ok = _0_ok && _5_m[2].x == 7.0; 117 _0_ok = _0_ok && _5_m[2].y == 8.0; 118 _0_ok = _0_ok && _5_m[2].z == 9.0; 119 _out.sk_FragColor = _0_ok ? _uniforms.colorGreen : _uniforms.colorRed; 120 return _out; 121} 122