100 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Metal
		
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Metal
		
	
	
	
| #include <metal_stdlib>
 | |
| #include <simd/simd.h>
 | |
| using namespace metal;
 | |
| struct Uniforms {
 | |
|     half4 colorGreen;
 | |
|     half4 colorRed;
 | |
|     float2x2 testMatrix2x2;
 | |
| };
 | |
| struct Inputs {
 | |
| };
 | |
| struct Outputs {
 | |
|     half4 sk_FragColor [[color(0)]];
 | |
| };
 | |
| 
 | |
| thread bool operator==(const float2x3 left, const float2x3 right);
 | |
| thread bool operator!=(const float2x3 left, const float2x3 right);
 | |
| 
 | |
| thread bool operator==(const float2x4 left, const float2x4 right);
 | |
| thread bool operator!=(const float2x4 left, const float2x4 right);
 | |
| 
 | |
| thread bool operator==(const float3x3 left, const float3x3 right);
 | |
| thread bool operator!=(const float3x3 left, const float3x3 right);
 | |
| 
 | |
| thread bool operator==(const float4x2 left, const float4x2 right);
 | |
| thread bool operator!=(const float4x2 left, const float4x2 right);
 | |
| 
 | |
| thread bool operator==(const float4x3 left, const float4x3 right);
 | |
| thread bool operator!=(const float4x3 left, const float4x3 right);
 | |
| 
 | |
| float4 float4_from_float2x2(float2x2 x) {
 | |
|     return float4(x[0].xy, x[1].xy);
 | |
| }
 | |
| thread bool operator==(const float2x3 left, const float2x3 right) {
 | |
|     return all(left[0] == right[0]) &&
 | |
|            all(left[1] == right[1]);
 | |
| }
 | |
| thread bool operator!=(const float2x3 left, const float2x3 right) {
 | |
|     return !(left == right);
 | |
| }
 | |
| float2x3 float2x3_from_float4_float2(float4 x0, float2 x1) {
 | |
|     return float2x3(float3(x0.xyz), float3(x0.w, x1.xy));
 | |
| }
 | |
| thread bool operator==(const float2x4 left, const float2x4 right) {
 | |
|     return all(left[0] == right[0]) &&
 | |
|            all(left[1] == right[1]);
 | |
| }
 | |
| thread bool operator!=(const float2x4 left, const float2x4 right) {
 | |
|     return !(left == right);
 | |
| }
 | |
| float2x4 float2x4_from_float3_float4_float(float3 x0, float4 x1, float x2) {
 | |
|     return float2x4(float4(x0.xyz, x1.x), float4(x1.yzw, x2));
 | |
| }
 | |
| thread bool operator==(const float3x3 left, const float3x3 right) {
 | |
|     return all(left[0] == right[0]) &&
 | |
|            all(left[1] == right[1]) &&
 | |
|            all(left[2] == right[2]);
 | |
| }
 | |
| thread bool operator!=(const float3x3 left, const float3x3 right) {
 | |
|     return !(left == right);
 | |
| }
 | |
| float3x3 float3x3_from_float2_float2_float4_float(float2 x0, float2 x1, float4 x2, float x3) {
 | |
|     return float3x3(float3(x0.xy, x1.x), float3(x1.y, x2.xy), float3(x2.zw, x3));
 | |
| }
 | |
| thread bool operator==(const float4x2 left, const float4x2 right) {
 | |
|     return all(left[0] == right[0]) &&
 | |
|            all(left[1] == right[1]) &&
 | |
|            all(left[2] == right[2]) &&
 | |
|            all(left[3] == right[3]);
 | |
| }
 | |
| thread bool operator!=(const float4x2 left, const float4x2 right) {
 | |
|     return !(left == right);
 | |
| }
 | |
| float4x2 float4x2_from_float3_float4_float(float3 x0, float4 x1, float x2) {
 | |
|     return float4x2(float2(x0.xy), float2(x0.z, x1.x), float2(x1.yz), float2(x1.w, x2));
 | |
| }
 | |
| thread bool operator==(const float4x3 left, const float4x3 right) {
 | |
|     return all(left[0] == right[0]) &&
 | |
|            all(left[1] == right[1]) &&
 | |
|            all(left[2] == right[2]) &&
 | |
|            all(left[3] == right[3]);
 | |
| }
 | |
| thread bool operator!=(const float4x3 left, const float4x3 right) {
 | |
|     return !(left == right);
 | |
| }
 | |
| float4x3 float4x3_from_float_float4_float4_float3(float x0, float4 x1, float4 x2, float3 x3) {
 | |
|     return float4x3(float3(x0, x1.xy), float3(x1.zw, x2.x), float3(x2.yzw), float3(x3.xyz));
 | |
| }
 | |
| fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
 | |
|     Outputs _out;
 | |
|     (void)_out;
 | |
|     float4 f4 = float4_from_float2x2(_uniforms.testMatrix2x2);
 | |
|     bool ok = float2x3_from_float4_float2(f4, f4.xy) == float2x3(float3(1.0, 2.0, 3.0), float3(4.0, 1.0, 2.0));
 | |
|     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));
 | |
|     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));
 | |
|     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));
 | |
|     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));
 | |
|     _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed;
 | |
|     return _out;
 | |
| }
 |