struct Uniforms { dstTextureFlipY : u32; isFloat16 : u32; isRGB10A2Unorm : u32; channelCount : u32; }; struct OutputBuf { result : [[stride(4)]] array; }; [[group(0), binding(0)]] var src : texture_2d; [[group(0), binding(1)]] var dst : texture_2d; [[group(0), binding(2)]] var output : OutputBuf; [[group(0), binding(3)]] var uniforms : Uniforms; fn ConvertToFp16FloatValue(fp32 : f32) -> u32 { return 1u; } [[stage(compute), workgroup_size(1, 1, 1)]] fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3) { var size : vec2 = textureDimensions(src); var dstTexCoord : vec2 = vec2(GlobalInvocationID.xy); var srcTexCoord : vec2 = dstTexCoord; if ((uniforms.dstTextureFlipY == 1u)) { srcTexCoord.y = ((size.y - dstTexCoord.y) - 1); } var srcColor : vec4 = textureLoad(src, srcTexCoord, 0); var dstColor : vec4 = textureLoad(dst, dstTexCoord, 0); var success : bool = true; var srcColorBits : vec4; var dstColorBits : vec4 = vec4(dstColor); for(var i : u32 = 0u; (i < uniforms.channelCount); i = (i + 1u)) { srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]); success = (success && (srcColorBits[i] == dstColorBits[i])); } var outputIndex : u32 = ((GlobalInvocationID.y * u32(size.x)) + GlobalInvocationID.x); if (success) { output.result[outputIndex] = u32(1); } else { output.result[outputIndex] = u32(0); } }