blob: 429c94b930ee99bf00075446d94281b6400fa1ee [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
/* 0x0000 */ uint dstTextureFlipY;
/* 0x0004 */ uint isFloat16;
/* 0x0008 */ uint isRGB10A2Unorm;
/* 0x000c */ uint channelCount;
};
struct OutputBuf {
/* 0x0000 */ uint result[1];
};
uint ConvertToFp16FloatValue(float fp32) {
return 1u;
}
kernel void tint_symbol(texture2d<float, access::sample> tint_symbol_2 [[texture(0)]], texture2d<float, access::sample> tint_symbol_3 [[texture(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(3)]], device OutputBuf& output [[buffer(2)]]) {
int2 size = int2(tint_symbol_2.get_width(), tint_symbol_2.get_height());
int2 dstTexCoord = int2(GlobalInvocationID.xy);
int2 srcTexCoord = dstTexCoord;
if ((uniforms.dstTextureFlipY == 1u)) {
srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
}
float4 srcColor = tint_symbol_2.read(uint2(srcTexCoord), 0);
float4 dstColor = tint_symbol_3.read(uint2(dstTexCoord), 0);
bool success = true;
uint4 srcColorBits = 0u;
uint4 dstColorBits = uint4(dstColor);
{
uint i = 0u;
while (true) {
if (!((i < uniforms.channelCount))) {
break;
}
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
success = (success && (srcColorBits[i] == dstColorBits[i]));
{
i = (i + 1u);
}
}
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
output.result[outputIndex] = uint(1);
} else {
output.result[outputIndex] = uint(0);
}
return;
}