91 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Metal
		
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			3.2 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 colorWhite;
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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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|     float4x4 testMatrix4x4;
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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 float4x4 left, const float4x4 right);
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| thread bool operator!=(const float4x4 left, const float4x4 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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| 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 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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| bool test_iscalar_b(Uniforms _uniforms) {
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|     int x = int(_uniforms.colorWhite.x);
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|     x = -x;
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|     return x == -1;
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| }
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| bool test_fvec_b(Uniforms _uniforms) {
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|     half2 x = _uniforms.colorWhite.xy;
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|     x = -x;
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|     return all(x == half2(-1.0h));
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| }
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| bool test_ivec_b(Uniforms _uniforms) {
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|     int2 x = int2(int(_uniforms.colorWhite.x));
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|     x = -x;
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|     return all(x == int2(-1));
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| }
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| bool test_mat2_b(Uniforms _uniforms) {
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|     const float2x2 negated = float2x2(float2(-1.0, -2.0), float2(-3.0, -4.0));
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|     float2x2 x = _uniforms.testMatrix2x2;
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|     x = (-1.0 * x);
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|     return x == negated;
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| }
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| bool test_mat3_b(Uniforms _uniforms) {
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|     const float3x3 negated = float3x3(float3(-1.0, -2.0, -3.0), float3(-4.0, -5.0, -6.0), float3(-7.0, -8.0, -9.0));
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|     float3x3 x = _uniforms.testMatrix3x3;
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|     x = (-1.0 * x);
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|     return x == negated;
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| }
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| bool test_mat4_b(Uniforms _uniforms) {
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|     const float4x4 negated = 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));
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|     float4x4 x = _uniforms.testMatrix4x4;
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|     x = (-1.0 * x);
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|     return x == negated;
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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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|     float _0_x = float(_uniforms.colorWhite.x);
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|     _0_x = -_0_x;
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|     _out.sk_FragColor = (((((_0_x == -1.0 && test_iscalar_b(_uniforms)) && test_fvec_b(_uniforms)) && test_ivec_b(_uniforms)) && test_mat2_b(_uniforms)) && test_mat3_b(_uniforms)) && test_mat4_b(_uniforms) ? _uniforms.colorGreen : _uniforms.colorRed;
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|     return _out;
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| }
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