| #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(uint3 GlobalInvocationID, texture2d<float, access::sample> tint_symbol_1, const constant Uniforms* const tint_symbol_2, texture2d<float, access::sample> tint_symbol_3, device OutputBuf* const tint_symbol_4) { |
| int2 size = int2(tint_symbol_1.get_width(), tint_symbol_1.get_height()); |
| int2 dstTexCoord = int2(uint3(GlobalInvocationID).xy); |
| int2 srcTexCoord = dstTexCoord; |
| if (((*(tint_symbol_2)).dstTextureFlipY == 1u)) { |
| srcTexCoord[1] = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(size[1]) - as_type<uint>(dstTexCoord[1])))) - as_type<uint>(1))); |
| } |
| float4 srcColor = tint_symbol_1.read(uint2(srcTexCoord), 0); |
| float4 dstColor = tint_symbol_3.read(uint2(dstTexCoord), 0); |
| bool success = true; |
| uint4 srcColorBits = 0u; |
| uint4 dstColorBits = uint4(dstColor); |
| for(uint i = 0u; (i < (*(tint_symbol_2)).channelCount); i = (i + 1u)) { |
| srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]); |
| success = (success && (srcColorBits[i] == dstColorBits[i])); |
| } |
| uint outputIndex = ((GlobalInvocationID[1] * uint(size[0])) + GlobalInvocationID[0]); |
| if (success) { |
| (*(tint_symbol_4)).result[outputIndex] = uint(1); |
| } else { |
| (*(tint_symbol_4)).result[outputIndex] = uint(0); |
| } |
| } |
| |
| kernel void tint_symbol(texture2d<float, access::sample> tint_symbol_5 [[texture(0)]], const constant Uniforms* tint_symbol_6 [[buffer(0)]], texture2d<float, access::sample> tint_symbol_7 [[texture(1)]], device OutputBuf* tint_symbol_8 [[buffer(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]]) { |
| tint_symbol_inner(GlobalInvocationID, tint_symbol_5, tint_symbol_6, tint_symbol_7, tint_symbol_8); |
| return; |
| } |
| |