blob: e29467843944c58e810b2275257241c35d4403ee [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;
}
void tint_symbol_inner(constant Uniforms& uniforms, device OutputBuf& output, uint3 GlobalInvocationID, texture2d<float, access::sample> tint_symbol_1, texture2d<float, access::sample> tint_symbol_2) {
int2 size = int2(tint_symbol_1.get_width(), tint_symbol_1.get_height());
int2 dstTexCoord = int2(GlobalInvocationID.xy);
int2 srcTexCoord = dstTexCoord;
if ((uniforms.dstTextureFlipY == 1u)) {
srcTexCoord.y = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(size.y) - as_type<uint>(dstTexCoord.y)))) - as_type<uint>(1)));
}
float4 srcColor = tint_symbol_1.read(uint2(srcTexCoord), 0);
float4 dstColor = tint_symbol_2.read(uint2(dstTexCoord), 0);
bool success = true;
uint4 srcColorBits = 0u;
uint4 dstColorBits = uint4(dstColor);
for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
success = (success && (srcColorBits[i] == dstColorBits[i]));
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
output.result[outputIndex] = uint(1);
} else {
output.result[outputIndex] = uint(0);
}
}
kernel void tint_symbol(texture2d<float, access::sample> tint_symbol_3 [[texture(0)]], texture2d<float, access::sample> tint_symbol_4 [[texture(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(0)]], device OutputBuf& output [[buffer(1)]]) {
tint_symbol_inner(uniforms, output, GlobalInvocationID, tint_symbol_3, tint_symbol_4);
return;
}