98 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Metal
		
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Metal
		
	
	
	
| #include <metal_stdlib>
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| #include <simd/simd.h>
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| using namespace metal;
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| struct Uniforms {
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|     half4 colorGreen;
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|     half4 colorRed;
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|     float2x2 testMatrix2x2;
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|     float3x3 testMatrix3x3;
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|     half4 testInputs;
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| };
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| struct Inputs {
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| };
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| struct Outputs {
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|     half4 sk_FragColor [[color(0)]];
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| };
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| 
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| thread bool operator==(const float2x2 left, const float2x2 right);
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| thread bool operator!=(const float2x2 left, const float2x2 right);
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| 
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| thread bool operator==(const float3x3 left, const float3x3 right);
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| thread bool operator!=(const float3x3 left, const float3x3 right);
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| 
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| thread bool operator==(const float3x2 left, const float3x2 right);
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| thread bool operator!=(const float3x2 left, const float3x2 right);
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| 
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| thread bool operator==(const float4x4 left, const float4x4 right);
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| thread bool operator!=(const float4x4 left, const float4x4 right);
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| 
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| thread bool operator==(const float2x4 left, const float2x4 right);
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| thread bool operator!=(const float2x4 left, const float2x4 right);
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| 
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| thread bool operator==(const float4x2 left, const float4x2 right);
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| thread bool operator!=(const float4x2 left, const float4x2 right);
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| thread bool operator==(const float2x2 left, const float2x2 right) {
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|     return all(left[0] == right[0]) &&
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|            all(left[1] == right[1]);
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| }
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| thread bool operator!=(const float2x2 left, const float2x2 right) {
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|     return !(left == right);
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| }
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| 
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| template <typename T, int C, int R>
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| matrix<T, C, R> outerProduct(const vec<T, R> a, const vec<T, C> b) {
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|     matrix<T, C, R> result;
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|     for (int c = 0; c < C; ++c) {
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|         result[c] = a * b[c];
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|     }
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|     return result;
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| }
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| thread bool operator==(const float3x3 left, const float3x3 right) {
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|     return all(left[0] == right[0]) &&
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|            all(left[1] == right[1]) &&
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|            all(left[2] == right[2]);
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| }
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| thread bool operator!=(const float3x3 left, const float3x3 right) {
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|     return !(left == right);
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| }
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| thread bool operator==(const float3x2 left, const float3x2 right) {
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|     return all(left[0] == right[0]) &&
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|            all(left[1] == right[1]) &&
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|            all(left[2] == right[2]);
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| }
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| thread bool operator!=(const float3x2 left, const float3x2 right) {
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|     return !(left == right);
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| }
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| thread bool operator==(const float4x4 left, const float4x4 right) {
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|     return all(left[0] == right[0]) &&
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|            all(left[1] == right[1]) &&
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|            all(left[2] == right[2]) &&
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|            all(left[3] == right[3]);
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| }
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| thread bool operator!=(const float4x4 left, const float4x4 right) {
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|     return !(left == right);
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| }
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| thread bool operator==(const float2x4 left, const float2x4 right) {
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|     return all(left[0] == right[0]) &&
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|            all(left[1] == right[1]);
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| }
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| thread bool operator!=(const float2x4 left, const float2x4 right) {
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|     return !(left == right);
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| }
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| thread bool operator==(const float4x2 left, const float4x2 right) {
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|     return all(left[0] == right[0]) &&
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|            all(left[1] == right[1]) &&
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|            all(left[2] == right[2]) &&
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|            all(left[3] == right[3]);
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| }
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| thread bool operator!=(const float4x2 left, const float4x2 right) {
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|     return !(left == right);
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| }
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| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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|     Outputs _out;
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|     (void)_out;
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|     const float2 c12 = float2(1.0, 2.0);
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|     _out.sk_FragColor = ((((outerProduct(_uniforms.testMatrix2x2[0], _uniforms.testMatrix2x2[1]) == float2x2(float2(3.0, 6.0), float2(4.0, 8.0)) && outerProduct(_uniforms.testMatrix3x3[0], _uniforms.testMatrix3x3[1]) == float3x3(float3(4.0, 8.0, 12.0), float3(5.0, 10.0, 15.0), float3(6.0, 12.0, 18.0))) && outerProduct(_uniforms.testMatrix2x2[0], _uniforms.testMatrix3x3[1]) == float3x2(float2(4.0, 8.0), float2(5.0, 10.0), float2(6.0, 12.0))) && float4x4(outerProduct(_uniforms.testInputs, half4(1.0h, 0.0h, 0.0h, 2.0h))) == float4x4(float4(-1.25, 0.0, 0.75, 2.25), float4(0.0, 0.0, 0.0, 0.0), float4(0.0, 0.0, 0.0, 0.0), float4(-2.5, 0.0, 1.5, 4.5))) && outerProduct(float4(_uniforms.testInputs), c12) == float2x4(float4(-1.25, 0.0, 0.75, 2.25), float4(-2.5, 0.0, 1.5, 4.5))) && outerProduct(c12, float4(_uniforms.testInputs)) == float4x2(float2(-1.25, -2.5), float2(0.0, 0.0), float2(0.75, 1.5), float2(2.25, 4.5)) ? _uniforms.colorGreen : _uniforms.colorRed;
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|     return _out;
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| }
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