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 float2x3 left, const float2x3 right); 19thread bool operator!=(const float2x3 left, const float2x3 right); 20 21thread bool operator==(const float2x4 left, const float2x4 right); 22thread bool operator!=(const float2x4 left, const float2x4 right); 23 24thread bool operator==(const float3x3 left, const float3x3 right); 25thread bool operator!=(const float3x3 left, const float3x3 right); 26 27thread bool operator==(const float4x2 left, const float4x2 right); 28thread bool operator!=(const float4x2 left, const float4x2 right); 29 30thread bool operator==(const float4x3 left, const float4x3 right); 31thread bool operator!=(const float4x3 left, const float4x3 right); 32 33float4 float4_from_float2x2(float2x2 x) { 34 return float4(x[0].xy, x[1].xy); 35} 36thread bool operator==(const float2x3 left, const float2x3 right) { 37 return all(left[0] == right[0]) && 38 all(left[1] == right[1]); 39} 40thread bool operator!=(const float2x3 left, const float2x3 right) { 41 return !(left == right); 42} 43float2x3 float2x3_from_float4_float2(float4 x0, float2 x1) { 44 return float2x3(float3(x0.xyz), float3(x0.w, x1.xy)); 45} 46thread bool operator==(const float2x4 left, const float2x4 right) { 47 return all(left[0] == right[0]) && 48 all(left[1] == right[1]); 49} 50thread bool operator!=(const float2x4 left, const float2x4 right) { 51 return !(left == right); 52} 53float2x4 float2x4_from_float3_float4_float(float3 x0, float4 x1, float x2) { 54 return float2x4(float4(x0.xyz, x1.x), float4(x1.yzw, x2)); 55} 56thread bool operator==(const float3x3 left, const float3x3 right) { 57 return all(left[0] == right[0]) && 58 all(left[1] == right[1]) && 59 all(left[2] == right[2]); 60} 61thread bool operator!=(const float3x3 left, const float3x3 right) { 62 return !(left == right); 63} 64float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) { 65 return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3)); 66} 67thread bool operator==(const float4x2 left, const float4x2 right) { 68 return all(left[0] == right[0]) && 69 all(left[1] == right[1]) && 70 all(left[2] == right[2]) && 71 all(left[3] == right[3]); 72} 73thread bool operator!=(const float4x2 left, const float4x2 right) { 74 return !(left == right); 75} 76float4x2 float4x2_from_float3_float4_float(float3 x0, float4 x1, float x2) { 77 return float4x2(float2(x0.xy), float2(x0.z, x1.x), float2(x1.yz), float2(x1.w, x2)); 78} 79thread bool operator==(const float4x3 left, const float4x3 right) { 80 return all(left[0] == right[0]) && 81 all(left[1] == right[1]) && 82 all(left[2] == right[2]) && 83 all(left[3] == right[3]); 84} 85thread bool operator!=(const float4x3 left, const float4x3 right) { 86 return !(left == right); 87} 88float4x3 float4x3_from_float_float4_float4_float3(float x0, float4 x1, float4 x2, float3 x3) { 89 return float4x3(float3(x0, x1.xy), float3(x1.zw, x2.x), float3(x2.yzw), float3(x3.xyz)); 90} 91fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 92 Outputs _out; 93 (void)_out; 94 float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2); 95 bool ok = float2x3_from_float4_float2(f4, f4.xy) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0)); 96 ok = ok && float2x4_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float2x4(float4(1.0, 2.0, 3.0, 4.0), float4(1.0, 2.0, 3.0, 4.0)); 97 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)); 98 ok = ok && float4x2_from_float3_float4_float(f4.xyz, f4.wxyz, f4.w) == float4x2(float2(1.0, 2.0), float2(3.0, 4.0), float2(1.0, 2.0), float2(3.0, 4.0)); 99 ok = ok && float4x3_from_float_float4_float4_float3(f4.x, f4.yzwx, f4.yzwx, f4.yzw) == float4x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0), float3(3.0, 4.0, 1.0), float3(2.0, 3.0, 4.0)); 100 _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed; 101 return _out; 102} 103