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 colorRed; 9 half4 colorGreen; 10}; 11struct Inputs { 12}; 13struct Outputs { 14 half4 sk_FragColor [[color(0)]]; 15}; 16 17thread bool operator==(const half3x3 left, const half3x3 right); 18thread bool operator!=(const half3x3 left, const half3x3 right); 19 20thread bool operator==(const half4x4 left, const half4x4 right); 21thread bool operator!=(const half4x4 left, const half4x4 right); 22 23thread bool operator==(const half2x2 left, const half2x2 right); 24thread bool operator!=(const half2x2 left, const half2x2 right); 25 26thread bool operator==(const float3x3 left, const float3x3 right); 27thread bool operator!=(const float3x3 left, const float3x3 right); 28 29thread bool operator==(const float4x4 left, const float4x4 right); 30thread bool operator!=(const float4x4 left, const float4x4 right); 31 32thread bool operator==(const float2x2 left, const float2x2 right); 33thread bool operator!=(const float2x2 left, const float2x2 right); 34thread bool operator==(const half3x3 left, const half3x3 right) { 35 return all(left[0] == right[0]) && 36 all(left[1] == right[1]) && 37 all(left[2] == right[2]); 38} 39thread bool operator!=(const half3x3 left, const half3x3 right) { 40 return !(left == right); 41} 42thread half3x3 operator/(const half3x3 left, const half3x3 right) { 43 return half3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]); 44} 45thread half3x3& operator/=(thread half3x3& left, thread const half3x3& right) { 46 left = left / right; 47 return left; 48} 49thread bool operator==(const half4x4 left, const half4x4 right) { 50 return all(left[0] == right[0]) && 51 all(left[1] == right[1]) && 52 all(left[2] == right[2]) && 53 all(left[3] == right[3]); 54} 55thread bool operator!=(const half4x4 left, const half4x4 right) { 56 return !(left == right); 57} 58thread bool operator==(const half2x2 left, const half2x2 right) { 59 return all(left[0] == right[0]) && 60 all(left[1] == right[1]); 61} 62thread bool operator!=(const half2x2 left, const half2x2 right) { 63 return !(left == right); 64} 65thread half2x2 operator/(const half2x2 left, const half2x2 right) { 66 return half2x2(left[0] / right[0], left[1] / right[1]); 67} 68thread half2x2& operator/=(thread half2x2& left, thread const half2x2& right) { 69 left = left / right; 70 return left; 71} 72thread half2x2& operator*=(thread half2x2& left, thread const half2x2& right) { 73 left = left * right; 74 return left; 75} 76thread half3x3& operator*=(thread half3x3& left, thread const half3x3& right) { 77 left = left * right; 78 return left; 79} 80thread bool operator==(const float3x3 left, const float3x3 right) { 81 return all(left[0] == right[0]) && 82 all(left[1] == right[1]) && 83 all(left[2] == right[2]); 84} 85thread bool operator!=(const float3x3 left, const float3x3 right) { 86 return !(left == right); 87} 88thread float3x3 operator/(const float3x3 left, const float3x3 right) { 89 return float3x3(left[0] / right[0], left[1] / right[1], left[2] / right[2]); 90} 91thread float3x3& operator/=(thread float3x3& left, thread const float3x3& right) { 92 left = left / right; 93 return left; 94} 95thread bool operator==(const float4x4 left, const float4x4 right) { 96 return all(left[0] == right[0]) && 97 all(left[1] == right[1]) && 98 all(left[2] == right[2]) && 99 all(left[3] == right[3]); 100} 101thread bool operator!=(const float4x4 left, const float4x4 right) { 102 return !(left == right); 103} 104thread bool operator==(const float2x2 left, const float2x2 right) { 105 return all(left[0] == right[0]) && 106 all(left[1] == right[1]); 107} 108thread bool operator!=(const float2x2 left, const float2x2 right) { 109 return !(left == right); 110} 111thread float2x2 operator/(const float2x2 left, const float2x2 right) { 112 return float2x2(left[0] / right[0], left[1] / right[1]); 113} 114thread float2x2& operator/=(thread float2x2& left, thread const float2x2& right) { 115 left = left / right; 116 return left; 117} 118thread float2x2& operator*=(thread float2x2& left, thread const float2x2& right) { 119 left = left * right; 120 return left; 121} 122thread float3x3& operator*=(thread float3x3& left, thread const float3x3& right) { 123 left = left * right; 124 return left; 125} 126bool test_matrix_op_matrix_half_b() { 127 bool ok = true; 128 { 129 const half3x3 splat_4 = half3x3(half3(4.0h, 4.0h, 4.0h), half3(4.0h, 4.0h, 4.0h), half3(4.0h, 4.0h, 4.0h)); 130 const half3x3 splat_2 = half3x3(half3(2.0h, 2.0h, 2.0h), half3(2.0h, 2.0h, 2.0h), half3(2.0h, 2.0h, 2.0h)); 131 half3x3 m = half3x3(2.0h); 132 m += splat_4; 133 ok = ok && m == half3x3(half3(6.0h, 4.0h, 4.0h), half3(4.0h, 6.0h, 4.0h), half3(4.0h, 4.0h, 6.0h)); 134 m = half3x3(2.0h); 135 m -= splat_4; 136 ok = ok && m == half3x3(half3(-2.0h, -4.0h, -4.0h), half3(-4.0h, -2.0h, -4.0h), half3(-4.0h, -4.0h, -2.0h)); 137 m = half3x3(2.0h); 138 m /= splat_4; 139 ok = ok && m == half3x3(0.5h); 140 m = splat_4; 141 m += half3x3(2.0h); 142 ok = ok && m == half3x3(half3(6.0h, 4.0h, 4.0h), half3(4.0h, 6.0h, 4.0h), half3(4.0h, 4.0h, 6.0h)); 143 m = splat_4; 144 m -= half3x3(2.0h); 145 ok = ok && m == half3x3(half3(2.0h, 4.0h, 4.0h), half3(4.0h, 2.0h, 4.0h), half3(4.0h, 4.0h, 2.0h)); 146 m = splat_4; 147 m /= splat_2; 148 ok = ok && m == half3x3(half3(2.0h, 2.0h, 2.0h), half3(2.0h, 2.0h, 2.0h), half3(2.0h, 2.0h, 2.0h)); 149 } 150 { 151 half4x4 m = half4x4(half4(1.0h, 2.0h, 3.0h, 4.0h), half4(5.0h, 6.0h, 7.0h, 8.0h), half4(9.0h, 10.0h, 11.0h, 12.0h), half4(13.0h, 14.0h, 15.0h, 16.0h)); 152 m += half4x4(half4(16.0h, 15.0h, 14.0h, 13.0h), half4(12.0h, 11.0h, 10.0h, 9.0h), half4(8.0h, 7.0h, 6.0h, 5.0h), half4(4.0h, 3.0h, 2.0h, 1.0h)); 153 ok = ok && m == half4x4(half4(17.0h, 17.0h, 17.0h, 17.0h), half4(17.0h, 17.0h, 17.0h, 17.0h), half4(17.0h, 17.0h, 17.0h, 17.0h), half4(17.0h, 17.0h, 17.0h, 17.0h)); 154 } 155 { 156 half2x2 m = half2x2(half2(10.0h, 20.0h), half2(30.0h, 40.0h)); 157 m -= half2x2(half2(1.0h, 2.0h), half2(3.0h, 4.0h)); 158 ok = ok && m == half2x2(half2(9.0h, 18.0h), half2(27.0h, 36.0h)); 159 } 160 { 161 half2x2 m = half2x2(half2(2.0h, 4.0h), half2(6.0h, 8.0h)); 162 m /= half2x2(half2(2.0h, 2.0h), half2(2.0h, 4.0h)); 163 ok = ok && m == half2x2(half2(1.0h, 2.0h), half2(3.0h, 2.0h)); 164 } 165 { 166 half2x2 m = half2x2(half2(1.0h, 2.0h), half2(7.0h, 4.0h)); 167 m *= half2x2(half2(3.0h, 5.0h), half2(3.0h, 2.0h)); 168 ok = ok && m == half2x2(half2(38.0h, 26.0h), half2(17.0h, 14.0h)); 169 } 170 { 171 half3x3 m = half3x3(half3(10.0h, 4.0h, 2.0h), half3(20.0h, 5.0h, 3.0h), half3(10.0h, 6.0h, 5.0h)); 172 m *= half3x3(half3(3.0h, 3.0h, 4.0h), half3(2.0h, 3.0h, 4.0h), half3(4.0h, 9.0h, 2.0h)); 173 ok = ok && m == half3x3(half3(130.0h, 51.0h, 35.0h), half3(120.0h, 47.0h, 33.0h), half3(240.0h, 73.0h, 45.0h)); 174 } 175 return ok; 176} 177fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { 178 Outputs _out; 179 (void)_out; 180 bool _0_ok = true; 181 { 182 const float3x3 _1_splat_4 = float3x3(float3(4.0, 4.0, 4.0), float3(4.0, 4.0, 4.0), float3(4.0, 4.0, 4.0)); 183 const float3x3 _2_splat_2 = float3x3(float3(2.0, 2.0, 2.0), float3(2.0, 2.0, 2.0), float3(2.0, 2.0, 2.0)); 184 float3x3 _3_m = float3x3(2.0); 185 _3_m += _1_splat_4; 186 _0_ok = _0_ok && _3_m == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0)); 187 _3_m = float3x3(2.0); 188 _3_m -= _1_splat_4; 189 _0_ok = _0_ok && _3_m == float3x3(float3(-2.0, -4.0, -4.0), float3(-4.0, -2.0, -4.0), float3(-4.0, -4.0, -2.0)); 190 _3_m = float3x3(2.0); 191 _3_m /= _1_splat_4; 192 _0_ok = _0_ok && _3_m == float3x3(0.5); 193 _3_m = _1_splat_4; 194 _3_m += float3x3(2.0); 195 _0_ok = _0_ok && _3_m == float3x3(float3(6.0, 4.0, 4.0), float3(4.0, 6.0, 4.0), float3(4.0, 4.0, 6.0)); 196 _3_m = _1_splat_4; 197 _3_m -= float3x3(2.0); 198 _0_ok = _0_ok && _3_m == float3x3(float3(2.0, 4.0, 4.0), float3(4.0, 2.0, 4.0), float3(4.0, 4.0, 2.0)); 199 _3_m = _1_splat_4; 200 _3_m /= _2_splat_2; 201 _0_ok = _0_ok && _3_m == float3x3(float3(2.0, 2.0, 2.0), float3(2.0, 2.0, 2.0), float3(2.0, 2.0, 2.0)); 202 } 203 { 204 float4x4 _4_m = float4x4(float4(1.0, 2.0, 3.0, 4.0), float4(5.0, 6.0, 7.0, 8.0), float4(9.0, 10.0, 11.0, 12.0), float4(13.0, 14.0, 15.0, 16.0)); 205 _4_m += float4x4(float4(16.0, 15.0, 14.0, 13.0), float4(12.0, 11.0, 10.0, 9.0), float4(8.0, 7.0, 6.0, 5.0), float4(4.0, 3.0, 2.0, 1.0)); 206 _0_ok = _0_ok && _4_m == float4x4(float4(17.0, 17.0, 17.0, 17.0), float4(17.0, 17.0, 17.0, 17.0), float4(17.0, 17.0, 17.0, 17.0), float4(17.0, 17.0, 17.0, 17.0)); 207 } 208 { 209 float2x2 _5_m = float2x2(float2(10.0, 20.0), float2(30.0, 40.0)); 210 _5_m -= float2x2(float2(1.0, 2.0), float2(3.0, 4.0)); 211 _0_ok = _0_ok && _5_m == float2x2(float2(9.0, 18.0), float2(27.0, 36.0)); 212 } 213 { 214 float2x2 _6_m = float2x2(float2(2.0, 4.0), float2(6.0, 8.0)); 215 _6_m /= float2x2(float2(2.0, 2.0), float2(2.0, 4.0)); 216 _0_ok = _0_ok && _6_m == float2x2(float2(1.0, 2.0), float2(3.0, 2.0)); 217 } 218 { 219 float2x2 _7_m = float2x2(float2(1.0, 2.0), float2(7.0, 4.0)); 220 _7_m *= float2x2(float2(3.0, 5.0), float2(3.0, 2.0)); 221 _0_ok = _0_ok && _7_m == float2x2(float2(38.0, 26.0), float2(17.0, 14.0)); 222 } 223 { 224 float3x3 _8_m = float3x3(float3(10.0, 4.0, 2.0), float3(20.0, 5.0, 3.0), float3(10.0, 6.0, 5.0)); 225 _8_m *= float3x3(float3(3.0, 3.0, 4.0), float3(2.0, 3.0, 4.0), float3(4.0, 9.0, 2.0)); 226 _0_ok = _0_ok && _8_m == float3x3(float3(130.0, 51.0, 35.0), float3(120.0, 47.0, 33.0), float3(240.0, 73.0, 45.0)); 227 } 228 _out.sk_FragColor = _0_ok && test_matrix_op_matrix_half_b() ? _uniforms.colorGreen : _uniforms.colorRed; 229 return _out; 230} 231