75 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Metal
		
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			3.0 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 S {
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|     int x;
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|     int y;
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| };
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| struct Uniforms {
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|     half4 colorGreen;
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|     half4 colorRed;
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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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| template <typename T1, typename T2, size_t N>
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| bool operator==(thread const array<T1, N>& left, thread const array<T2, N>& right);
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| template <typename T1, typename T2, size_t N>
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| bool operator!=(thread const array<T1, N>& left, thread const array<T2, N>& right);
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| 
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| thread bool operator==(const half2x2 left, const half2x2 right);
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| thread bool operator!=(const half2x2 left, const half2x2 right);
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| 
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| thread bool operator==(thread const S& left, thread const S& right);
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| thread bool operator!=(thread const S& left, thread const S& right);
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| 
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| template <typename T1, typename T2, size_t N>
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| bool operator==(thread const array<T1, N>& left, thread const array<T2, N>& right) {
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|     for (size_t index = 0; index < N; ++index) {
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|         if (!all(left[index] == right[index])) {
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|             return false;
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|         }
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|     }
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|     return true;
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| }
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| 
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| template <typename T1, typename T2, size_t N>
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| bool operator!=(thread const array<T1, N>& left, thread const array<T2, N>& right) {
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|     return !(left == right);
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| }
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| thread bool operator==(const half2x2 left, const half2x2 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 half2x2 left, const half2x2 right) {
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|     return !(left == right);
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| }
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| thread bool operator==(thread const S& left, thread const S& right) {
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|     return all(left.x == right.x) &&
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|            all(left.y == right.y);
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| }
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| thread bool operator!=(thread const S& left, thread const S& 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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|     array<float, 4> f1 = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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|     array<float, 4> f2 = array<float, 4>{1.0, 2.0, 3.0, 4.0};
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|     array<float, 4> f3 = array<float, 4>{1.0, 2.0, 3.0, -4.0};
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|     array<int3, 2> v1 = array<int3, 2>{int3(1, 2, 3), int3(4, 5, 6)};
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|     array<int3, 2> v2 = array<int3, 2>{int3(1, 2, 3), int3(4, 5, 6)};
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|     array<int3, 2> v3 = array<int3, 2>{int3(1, 2, 3), int3(4, 5, -6)};
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|     array<half2x2, 3> m1 = array<half2x2, 3>{half2x2(1.0h), half2x2(2.0h), half2x2(half2(3.0h, 4.0h), half2(5.0h, 6.0h))};
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|     array<half2x2, 3> m2 = array<half2x2, 3>{half2x2(1.0h), half2x2(2.0h), half2x2(half2(3.0h, 4.0h), half2(5.0h, 6.0h))};
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|     array<half2x2, 3> m3 = array<half2x2, 3>{half2x2(1.0h), half2x2(half2(2.0h, 3.0h), half2(4.0h, 5.0h)), half2x2(6.0h)};
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|     array<S, 3> s1 = array<S, 3>{S{1, 2}, S{3, 4}, S{5, 6}};
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|     array<S, 3> s2 = array<S, 3>{S{1, 2}, S{0, 0}, S{5, 6}};
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|     array<S, 3> s3 = array<S, 3>{S{1, 2}, S{3, 4}, S{5, 6}};
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|     _out.sk_FragColor = ((((((f1 == f2 && f1 != f3) && v1 == v2) && v1 != v3) && m1 == m2) && m1 != m3) && s1 != s2) && s3 == s1 ? _uniforms.colorGreen : _uniforms.colorRed;
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|     return _out;
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| }
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