| void set_uint4(inout uint4 vec, int idx, uint val) { |
| vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; |
| } |
| |
| Texture2D<float4> src : register(t0, space0); |
| Texture2D<float4> tint_symbol : register(t1, space0); |
| RWByteAddressBuffer output : register(u2, space0); |
| cbuffer cbuffer_uniforms : register(b3, space0) { |
| uint4 uniforms[1]; |
| }; |
| |
| uint ConvertToFp16FloatValue(float fp32) { |
| return 1u; |
| } |
| |
| struct tint_symbol_2 { |
| uint3 GlobalInvocationID : SV_DispatchThreadID; |
| }; |
| |
| [numthreads(1, 1, 1)] |
| void main(tint_symbol_2 tint_symbol_1) { |
| const uint3 GlobalInvocationID = tint_symbol_1.GlobalInvocationID; |
| int2 tint_tmp; |
| src.GetDimensions(tint_tmp.x, tint_tmp.y); |
| int2 size = tint_tmp; |
| int2 dstTexCoord = int2(GlobalInvocationID.xy); |
| int2 srcTexCoord = dstTexCoord; |
| if ((uniforms[0].x == 1u)) { |
| srcTexCoord.y = ((size.y - dstTexCoord.y) - 1); |
| } |
| float4 srcColor = src.Load(int3(srcTexCoord, 0)); |
| float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0)); |
| bool success = true; |
| uint4 srcColorBits = uint4(0u, 0u, 0u, 0u); |
| uint4 dstColorBits = uint4(dstColor); |
| { |
| for(uint i = 0u; (i < uniforms[0].w); i = (i + 1u)) { |
| set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i])); |
| bool tint_tmp_1 = success; |
| if (tint_tmp_1) { |
| tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]); |
| } |
| success = (tint_tmp_1); |
| } |
| } |
| uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x); |
| if (success) { |
| output.Store((4u * outputIndex), asuint(uint(1))); |
| } else { |
| output.Store((4u * outputIndex), asuint(uint(0))); |
| } |
| return; |
| } |