#include #include #ifdef __clang__ #pragma clang diagnostic ignored "-Wall" #endif using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; }; struct Inputs { }; struct Outputs { half4 sk_FragColor [[color(0)]]; }; thread bool operator==(const float3x3 left, const float3x3 right); thread bool operator!=(const float3x3 left, const float3x3 right); 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); } fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) { Outputs _out; (void)_out; float3x3 _skTemp0; float3x3 _skTemp1; float3x3 _skTemp2; float3x3 _skTemp3; bool ok = true; int i = 5; i++; ok = ok && i++ == 6; ok = ok && i == 7; ok = ok && i-- == 7; ok = ok && i == 6; i--; ok = ok && i == 5; float f = 0.5; f++; ok = ok && f++ == 1.5; ok = ok && f == 2.5; ok = ok && f-- == 2.5; ok = ok && f == 1.5; f--; ok = ok && f == 0.5; float2 f2 = float2(0.5); f2.x++; ok = ok && f2.x++ == 1.5; ok = ok && f2.x == 2.5; ok = ok && f2.x-- == 2.5; ok = ok && f2.x == 1.5; f2.x--; ok = ok && f2.x == 0.5; f2++; ok = ok && all(f2++ == float2(1.5)); ok = ok && all(f2 == float2(2.5)); ok = ok && all(f2-- == float2(2.5)); ok = ok && all(f2 == float2(1.5)); f2--; ok = ok && all(f2 == float2(0.5)); int4 i4 = int4(7, 8, 9, 10); i4++; ok = ok && all(i4++ == int4(8, 9, 10, 11)); ok = ok && all(i4 == int4(9, 10, 11, 12)); ok = ok && all(i4-- == int4(9, 10, 11, 12)); ok = ok && all(i4 == int4(8, 9, 10, 11)); i4--; ok = ok && all(i4 == int4(7, 8, 9, 10)); float3x3 m3x3 = float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0)); ((_skTemp0 = m3x3), (m3x3 += float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)), _skTemp0); ok = ok && ((_skTemp1 = m3x3), (m3x3 += float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)), _skTemp1) == float3x3(float3(2.0, 3.0, 4.0), float3(5.0, 6.0, 7.0), float3(8.0, 9.0, 10.0)); ok = ok && m3x3 == float3x3(float3(3.0, 4.0, 5.0), float3(6.0, 7.0, 8.0), float3(9.0, 10.0, 11.0)); ok = ok && ((_skTemp2 = m3x3), (m3x3 -= float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)), _skTemp2) == float3x3(float3(3.0, 4.0, 5.0), float3(6.0, 7.0, 8.0), float3(9.0, 10.0, 11.0)); ok = ok && m3x3 == float3x3(float3(2.0, 3.0, 4.0), float3(5.0, 6.0, 7.0), float3(8.0, 9.0, 10.0)); ((_skTemp3 = m3x3), (m3x3 -= float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)), _skTemp3); ok = ok && m3x3 == float3x3(float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0)); _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }