#include #include using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; struct Globals { const int minus; const int star; const int slash; }; thread float2x2 operator/(const float2x2 left, const float2x2 right) { return float2x2(left[0] / right[0], left[1] / right[1]); } thread float2x2& operator/=(thread float2x2& left, thread const float2x2& right) { left = left / right; return left; } bool test_bifffff22(Uniforms _uniforms, int op, float m11, float m12, float m21, float m22, float2x2 expected) { float one = float(_uniforms.colorRed.x); float2x2 m2 = float2x2(float2(m11 * one, m12 * one), float2(m21 * one, m22 * one)); switch (op) { case 1: m2 += (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); break; case 2: m2 -= (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); break; case 3: m2 *= 2.0; break; case 4: m2 /= (float2x2(1.0, 1.0, 1.0, 1.0) * 2.0); break; } return ((m2[0].x == expected[0].x && m2[0].y == expected[0].y) && m2[1].x == expected[1].x) && m2[1].y == expected[1].y; } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Globals _globals{2, 3, 4}; (void)_globals; Outputs _out; (void)_out; float f1 = float(_uniforms.colorGreen.y); float f2 = float(2.0h * _uniforms.colorGreen.y); float f3 = float(3.0h * _uniforms.colorGreen.y); float f4 = float(4.0h * _uniforms.colorGreen.y); float2x2 _0_expected = float2x2(float2(f1 + 1.0, f2 + 1.0), float2(f3 + 1.0, f4 + 1.0)); float _1_one = float(_uniforms.colorRed.x); float2x2 _2_m2 = float2x2(float2(f1 * _1_one, f2 * _1_one), float2(f3 * _1_one, f4 * _1_one)); { _2_m2 += (float2x2(1.0, 1.0, 1.0, 1.0) * 1.0); } _out.sk_FragColor = (((((_2_m2[0].x == _0_expected[0].x && _2_m2[0].y == _0_expected[0].y) && _2_m2[1].x == _0_expected[1].x) && _2_m2[1].y == _0_expected[1].y) && test_bifffff22(_uniforms, _globals.minus, f1, f2, f3, f4, float2x2(float2(f1 - 1.0, f2 - 1.0), float2(f3 - 1.0, f4 - 1.0)))) && test_bifffff22(_uniforms, _globals.star, f1, f2, f3, f4, float2x2(float2(f1 * 2.0, f2 * 2.0), float2(f3 * 2.0, f4 * 2.0)))) && test_bifffff22(_uniforms, _globals.slash, f1, f2, f3, f4, float2x2(float2(f1 / 2.0, f2 / 2.0), float2(f3 / 2.0, f4 / 2.0))) ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }