1uniform half4 colorRed, colorGreen; 2 3bool test_eq_float() { 4 bool ok = true; 5 ok = ok && (float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0))); 6 ok = ok && (float3x2(1, 2, 3, 4, 5, 6) == float3x2(float4x2(1, 2, 3, 4, 5, 6, 7, 8))); 7 return ok; 8} 9 10bool test_eq_half() { 11 bool ok = true; 12 ok = ok && (half3x2(2) == half3x2(half2(2.0, 0.0), half2(0.0, 2.0), half2(0.0))); 13 ok = ok && (half3x2(1, 2, 3, 4, 5, 6) == half3x2(half4x2(1, 2, 3, 4, 5, 6, 7, 8))); 14 return ok; 15} 16 17bool test_matrix_op_matrix_float() { 18 bool ok = true; 19 20 // Addition, subtraction and division operate componentwise. 21 { 22 const float3x2 splat_4 = float3x2(4, 4, 4, 4, 4, 4); 23 24 ok = ok && ((float3x2(2) + splat_4) == float3x2(6, 4, 4, 6, 4, 4)); 25 ok = ok && ((float3x2(2) - splat_4) == float3x2(-2, -4, -4, -2, -4, -4)); 26 ok = ok && ((float3x2(2) / splat_4) == float3x2(0.5)); 27 } 28 { 29 const float2x3 splat_4 = float2x3(4, 4, 4, 4, 4, 4); 30 31 ok = ok && (splat_4 + (float2x3(2)) == float2x3(6, 4, 4, 4, 6, 4)); 32 ok = ok && (splat_4 - (float2x3(2)) == float2x3(2, 4, 4, 4, 2, 4)); 33 ok = ok && (splat_4 / (float2x3(2, 2, 2, 2, 2, 2)) == float2x3(2, 2, 2, 2, 2, 2)); 34 } 35 ok = ok && (float4x3(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) + 36 float4x3(16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5) == 37 float4x3(17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17)); 38 39 ok = ok && (float4x2(10, 20, 30, 40, 50, 60, 70, 80) - 40 float4x2(1, 2, 3, 4, 5, 6, 7, 8) == 41 float4x2(9, 18, 27, 36, 45, 54, 63, 72)); 42 43 ok = ok && (float2x4(10, 20, 30, 40, 10, 20, 30, 40) / 44 float2x4(10, 10, 10, 10, 5, 5, 5, 5) == 45 float2x4(1, 2, 3, 4, 2, 4, 6, 8)); 46 47 // Multiplication performs a proper matrix multiply. 48 ok = ok && (float3x2(1, 4, 2, 5, 3, 6) * 49 float2x3(7, 9, 11, 8, 10, 12) == 50 float2x2(58, 139, 64, 154)); 51 return ok; 52} 53 54bool test_matrix_op_matrix_half() { 55 bool ok = true; 56 57 // Addition, subtraction and division operate componentwise. 58 { 59 const half3x2 splat_4 = half3x2(4, 4, 4, 4, 4, 4); 60 61 ok = ok && ((half3x2(2) + splat_4) == half3x2(6, 4, 4, 6, 4, 4)); 62 ok = ok && ((half3x2(2) - splat_4) == half3x2(-2, -4, -4, -2, -4, -4)); 63 ok = ok && ((half3x2(2) / splat_4) == half3x2(0.5)); 64 } 65 { 66 const half2x3 splat_4 = half2x3(4, 4, 4, 4, 4, 4); 67 68 ok = ok && (splat_4 + (half2x3(2)) == half2x3(6, 4, 4, 4, 6, 4)); 69 ok = ok && (splat_4 - (half2x3(2)) == half2x3(2, 4, 4, 4, 2, 4)); 70 ok = ok && (splat_4 / (half2x3(2, 2, 2, 2, 2, 2)) == half2x3(2, 2, 2, 2, 2, 2)); 71 } 72 ok = ok && (half4x3(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12) + 73 half4x3(16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5) == 74 half4x3(17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17)); 75 76 ok = ok && (half4x2(10, 20, 30, 40, 50, 60, 70, 80) - 77 half4x2(1, 2, 3, 4, 5, 6, 7, 8) == 78 half4x2(9, 18, 27, 36, 45, 54, 63, 72)); 79 80 ok = ok && (half2x4(10, 20, 30, 40, 10, 20, 30, 40) / 81 half2x4(10, 10, 10, 10, 5, 5, 5, 5) == 82 half2x4(1, 2, 3, 4, 2, 4, 6, 8)); 83 84 // Multiplication performs a proper matrix multiply. 85 ok = ok && (half3x2(1, 4, 2, 5, 3, 6) * 86 half2x3(7, 9, 11, 8, 10, 12) == 87 half2x2(58, 139, 64, 154)); 88 return ok; 89} 90 91bool test_vector_op_matrix_float() { 92 bool ok = true; 93 94 ok = ok && (float2(1, 2) * float4x2(3, 4, 5, 6, 7, 8, 9, 10) == float4(11, 17, 23, 29)); 95 ok = ok && (float3(1, 2, 3) * float2x3(-1, 0, 0, 1, 2, 0) == float2(-1, 5)); 96 ok = ok && (float4(1, 2, 3, 4) * float3x4(1,0,2, 3,-1,0, 0,1,2, 0,1,0) == float3(19, 3, 5)); 97 98 return ok; 99} 100 101bool test_vector_op_matrix_half() { 102 bool ok = true; 103 104 ok = ok && (half2(1, 2) * half4x2(3, 4, 5, 6, 7, 8, 9, 10) == half4(11, 17, 23, 29)); 105 ok = ok && (half3(1, 2, 3) * half2x3(-1, 0, 0, 1, 2, 0) == half2(-1, 5)); 106 ok = ok && (half4(1, 2, 3, 4) * half3x4(1,0,2, 3,-1,0, 0,1,2, 0,1,0) == half3(19, 3, 5)); 107 108 return ok; 109} 110 111bool test_matrix_op_vector_float() { 112 bool ok = true; 113 114 ok = ok && (float2x4(1, 0, 2, 3, -1, 0, 0, 1) * float2(1, 2) == float4(-1, 0, 2, 5)); 115 ok = ok && (float3x2(-1, 0, 0, 1, 2, 0) * float3(1, 2, 3) == float2(5, 2)); 116 ok = ok && (float4x3(3,4,5,6, 7,8,9,10, 11,12,13,14) * float4(1,2,3,4) == float3(90, 100, 110)); 117 118 return ok; 119} 120 121bool test_matrix_op_vector_half() { 122 bool ok = true; 123 124 ok = ok && (half2x4(1, 0, 2, 3, -1, 0, 0, 1) * half2(1, 2) == half4(-1, 0, 2, 5)); 125 ok = ok && (half3x2(-1, 0, 0, 1, 2, 0) * half3(1, 2, 3) == half2(5, 2)); 126 ok = ok && (half4x3(3,4,5,6, 7,8,9,10, 11,12,13,14) * half4(1,2,3,4) == half3(90, 100, 110)); 127 128 return ok; 129} 130 131half4 main(float2 coords) { 132 return (test_eq_float() && 133 test_eq_half() && 134 test_matrix_op_matrix_float() && 135 test_matrix_op_matrix_half() && 136 test_vector_op_matrix_float() && 137 test_vector_op_matrix_half() && 138 test_matrix_op_vector_float() && 139 test_matrix_op_vector_half()) ? colorGreen : colorRed; 140} 141