void set_uint4(inout uint4 vec, int idx, uint val) { vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec; } Texture2D src : register(t0, space0); Texture2D tint_symbol : register(t1, space0); RWByteAddressBuffer output : register(u2, space0); cbuffer cbuffer_uniforms : register(b3, space0) { uint4 uniforms[1]; }; uint ConvertToFp16FloatValue(float fp32) { return 1u; } struct tint_symbol_2 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; void main_inner(uint3 GlobalInvocationID) { int2 tint_tmp; src.GetDimensions(tint_tmp.x, tint_tmp.y); int2 size = tint_tmp; int2 dstTexCoord = int2(GlobalInvocationID.xy); int2 srcTexCoord = dstTexCoord; if ((uniforms[0].x == 1u)) { srcTexCoord.y = ((size.y - dstTexCoord.y) - 1); } float4 srcColor = src.Load(int3(srcTexCoord, 0)); float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0)); bool success = true; uint4 srcColorBits = uint4(0u, 0u, 0u, 0u); uint4 dstColorBits = uint4(dstColor); { [loop] for(uint i = 0u; (i < uniforms[0].w); i = (i + 1u)) { set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i])); bool tint_tmp_1 = success; if (tint_tmp_1) { tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]); } success = (tint_tmp_1); } } uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x); if (success) { output.Store((4u * outputIndex), asuint(uint(1))); } else { output.Store((4u * outputIndex), asuint(uint(0))); } } [numthreads(1, 1, 1)] void main(tint_symbol_2 tint_symbol_1) { main_inner(tint_symbol_1.GlobalInvocationID); return; }