blob: ab880efbe938f64be02bf15ec32e88a9e8237962 [file] [log] [blame]
uniform float2x2 testMatrix2x2;
uniform half4 colorRed, colorGreen;
uniform half unknownInput;
bool test() {
bool ok = true;
ok = ok && (float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ==
float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && !(float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) ==
float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && ( float2x2(1) == float2x2(1));
ok = ok && !( float2x2(1) == float2x2(0));
ok = ok && ( float2x2(-1) == -float2x2(1));
ok = ok && ( float2x2(0) == -float2x2(0));
ok = ok && (-float2x2(-1) == float2x2(1));
ok = ok && (-float2x2(0) == -float2x2(-0));
ok = ok && (float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && !(float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
ok = ok && !(float2x2(1) != float2x2(1));
ok = ok && (float2x2(1) != float2x2(0));
ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) ==
float3x3(float2x2(1.0)));
ok = ok && (float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 1.0)) ==
float3x3(float2x2(9.0)));
ok = ok && (float3x3(unknownInput) == float3x3(float2x2(1.0)));
ok = ok && (float3x3(float3(9).x00, float3(9).0x0, float3(unknownInput).00x) ==
float3x3(float2x2(9.0)));
ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
ok = ok && (float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0));
ok = ok && (float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0));
ok = ok && (float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0));
ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(1, 2, 3, 4);
ok = ok && (float4(testMatrix2x2) * float4(1)) == float4(testMatrix2x2);
ok = ok && (float4(testMatrix2x2) * float4(0)) == float4(0);
ok = ok && (float2x2(5.0)[0] == float2(5.0, 0.0));
ok = ok && (float2x2(5.0)[1] == float2(0.0, 5.0));
ok = ok && (float2x2(5.0)[0][0] == 5.0);
ok = ok && (float2x2(5.0)[0][1] == 0.0);
ok = ok && (float2x2(5.0)[1][0] == 0.0);
ok = ok && (float2x2(5.0)[1][1] == 5.0);
const float3x3 m = float3x3(1, 2, 3, 4, 5, 6, 7, 8, 9);
ok = ok && (m[0] == float3(1, 2, 3));
ok = ok && (m[1] == float3(4, 5, 6));
ok = ok && (m[2] == float3(7, 8, 9));
ok = ok && (m[0][0] == 1);
ok = ok && (m[0][1] == 2);
ok = ok && (m[0][2] == 3);
ok = ok && (m[1][0] == 4);
ok = ok && (m[1][1] == 5);
ok = ok && (m[1][2] == 6);
ok = ok && (m[2][0] == 7);
ok = ok && (m[2][1] == 8);
ok = ok && (m[2][2] == 9);
{
// This `five` is constant and should always fold.
const float five = 5.0;
ok = ok && (float2x2(five)[0] == float2(five, 0.0));
ok = ok && (float2x2(five)[1] == float2(0.0, five));
ok = ok && (float2x2(five)[0][0] == five);
ok = ok && (float2x2(five)[0][1] == 0.0);
ok = ok && (float2x2(five)[1][0] == 0.0);
ok = ok && (float2x2(five)[1][1] == five);
ok = ok && (float3x3(1, 2, 3, 4, five, 6, 7, 8, 9)[0] == float3(1, 2, 3));
ok = ok && (float3x3(1, 2, 3, 4, five, 6, 7, 8, 9)[1] == float3(4, five, 6));
ok = ok && (float3x3(1, 2, 3, 4, five, 6, 7, 8, 9)[2] == float3(7, 8, 9));
}
{
// This `five` cannot be folded, but the first and third columns should still be foldable.
float five = 5.0;
ok = ok && (float3x3(1, 2, 3, 4, five, 6, 7, 8, 9)[0] == float3(1, 2, 3));
ok = ok && (float3x3(1, 2, 3, 4, five, 6, 7, 8, 9)[1] == float3(4, five, 6));
ok = ok && (float3x3(1, 2, 3, 4, five, 6, 7, 8, 9)[2] == float3(7, 8, 9));
}
{
// Side-effecting expressions should never be folded away.
float num = 6.0;
ok = ok && (float3x3(1, 2, 3, 4, 5, num++, 7, 8, 9)[0] == float3(1, 2, 3));
ok = ok && (float3x3(1, 2, 3, 4, 5, 6, num++, 8, 9)[1] == float3(4, 5, 6));
ok = ok && (float3x3(1, 2, 3, 4, 5, 6, 7, num++, 9)[2] == float3(7, 8, 9));
}
return ok;
}
half4 main(float2 coords) {
return test() ? colorGreen : colorRed;
}