#include 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 tint_symbol_2 [[texture(0)]], texture2d 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 = as_type((as_type(as_type((as_type(size.y) - as_type(dstTexCoord.y)))) - as_type(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); 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); } return; }