| #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; |
| } |
| |