#include #include #ifdef __clang__ #pragma clang diagnostic ignored "-Wall" #endif using namespace metal; struct Uniforms { half4 colorGreen; half4 colorRed; float2x2 testMatrix2x2; }; 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 float2x2 left, const float2x2 right); thread bool operator!=(const float2x2 left, const float2x2 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); } thread bool operator==(const float2x2 left, const float2x2 right) { return all(left[0] == right[0]) && all(left[1] == right[1]); } thread bool operator!=(const float2x2 left, const float2x2 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; bool ok = true; int i = 5; ++i; ok = ok && i == 6; 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 == 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 == 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(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(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)); (m3x3 += float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)); 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)); ok = ok && (m3x3 += float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)) == 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(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)) == float3x3(float3(2.0, 3.0, 4.0), float3(5.0, 6.0, 7.0), float3(8.0, 9.0, 10.0)); (m3x3 -= float3x3(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)); 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)); ok = ok && _uniforms.colorGreen.x != 1.0h; ok = ok && -1.0h == -_uniforms.colorGreen.y; ok = ok && all(half4(0.0h, -1.0h, 0.0h, -1.0h) == -_uniforms.colorGreen); ok = ok && float2x2(float2(-1.0, -2.0), float2(-3.0, -4.0)) == (-1.0 * _uniforms.testMatrix2x2); int2 iv = int2(i, -i); ok = ok && -i == -5; ok = ok && all(-iv == int2(-5, 5)); _out.sk_FragColor = ok ? _uniforms.colorGreen : _uniforms.colorRed; return _out; }