2021-06-30 15:06:00 +00:00
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void Set_uint4(inout uint4 vec, int idx, uint val) {
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switch(idx) {
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case 0: vec[0] = val; break;
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case 1: vec[1] = val; break;
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case 2: vec[2] = val; break;
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case 3: vec[3] = val; break;
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}
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}
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Texture2D<float4> src : register(t0, space0);
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Texture2D<float4> tint_symbol : register(t1, space0);
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RWByteAddressBuffer output : register(u2, space0);
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cbuffer cbuffer_uniforms : register(b3, space0) {
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uint4 uniforms[1];
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};
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uint ConvertToFp16FloatValue(float fp32) {
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return 1u;
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}
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struct tint_symbol_2 {
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uint3 GlobalInvocationID : SV_DispatchThreadID;
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};
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[numthreads(1, 1, 1)]
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void main(tint_symbol_2 tint_symbol_1) {
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const uint3 GlobalInvocationID = tint_symbol_1.GlobalInvocationID;
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int2 tint_tmp;
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src.GetDimensions(tint_tmp.x, tint_tmp.y);
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int2 size = tint_tmp;
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int2 dstTexCoord = int2(GlobalInvocationID.xy);
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int2 srcTexCoord = dstTexCoord;
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2021-07-02 19:27:42 +00:00
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const uint scalar_offset = (0u) / 4;
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2021-06-30 15:06:00 +00:00
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if ((uniforms[scalar_offset / 4][scalar_offset % 4] == 1u)) {
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srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
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}
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float4 srcColor = src.Load(int3(srcTexCoord, 0));
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float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0));
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bool success = true;
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uint4 srcColorBits = uint4(0u, 0u, 0u, 0u);
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uint4 dstColorBits = uint4(dstColor);
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{
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uint i = 0u;
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while (true) {
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2021-07-02 19:27:42 +00:00
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const uint scalar_offset_1 = (12u) / 4;
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2021-07-02 22:17:25 +00:00
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if (!(!(!((i < uniforms[scalar_offset_1 / 4][scalar_offset_1 % 4]))))) { break; }
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2021-06-30 15:06:00 +00:00
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Set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i]));
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bool tint_tmp_1 = success;
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if (tint_tmp_1) {
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tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]);
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}
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success = (tint_tmp_1);
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2021-07-02 22:17:25 +00:00
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i = (i + 1u);
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2021-06-30 15:06:00 +00:00
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}
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}
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uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
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if (success) {
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output.Store((4u * outputIndex), asuint(uint(1)));
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} else {
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output.Store((4u * outputIndex), asuint(uint(0)));
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}
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return;
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}
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