#include using namespace metal; struct Uniforms { /* 0x0000 */ uint dstTextureFlipY; /* 0x0004 */ uint channelCount; /* 0x0008 */ uint2 srcCopyOrigin; /* 0x0010 */ uint2 dstCopyOrigin; /* 0x0018 */ uint2 copySize; }; struct OutputBuf { /* 0x0000 */ uint result[1]; }; bool aboutEqual(float value, float expect) { return (fabs((value - expect)) < 0.001f); } void tint_symbol_inner(constant Uniforms& uniforms, device OutputBuf& output, uint3 GlobalInvocationID, texture2d tint_symbol_1, texture2d tint_symbol_2) { int2 const srcSize = int2(tint_symbol_1.get_width(), tint_symbol_1.get_height()); int2 const dstSize = int2(tint_symbol_2.get_width(), tint_symbol_2.get_height()); uint2 const dstTexCoord = uint2(GlobalInvocationID.xy); float4 const nonCoveredColor = float4(0.0f, 1.0f, 0.0f, 1.0f); bool success = true; if (((((dstTexCoord.x < uniforms.dstCopyOrigin.x) || (dstTexCoord.y < uniforms.dstCopyOrigin.y)) || (dstTexCoord.x >= (uniforms.dstCopyOrigin.x + uniforms.copySize.x))) || (dstTexCoord.y >= (uniforms.dstCopyOrigin.y + uniforms.copySize.y)))) { success = (success && all((tint_symbol_2.read(uint2(int2(dstTexCoord)), 0) == nonCoveredColor))); } else { uint2 srcTexCoord = ((dstTexCoord - uniforms.dstCopyOrigin) + uniforms.srcCopyOrigin); if ((uniforms.dstTextureFlipY == 1u)) { srcTexCoord.y = ((uint(srcSize.y) - srcTexCoord.y) - 1u); } float4 const srcColor = tint_symbol_1.read(uint2(int2(srcTexCoord)), 0); float4 const dstColor = tint_symbol_2.read(uint2(int2(dstTexCoord)), 0); if ((uniforms.channelCount == 2u)) { success = ((success && aboutEqual(dstColor.r, srcColor.r)) && aboutEqual(dstColor.g, srcColor.g)); } else { success = ((((success && aboutEqual(dstColor.r, srcColor.r)) && aboutEqual(dstColor.g, srcColor.g)) && aboutEqual(dstColor.b, srcColor.b)) && aboutEqual(dstColor.a, srcColor.a)); } } uint const outputIndex = ((GlobalInvocationID.y * uint(dstSize.x)) + GlobalInvocationID.x); if (success) { output.result[outputIndex] = 1u; } else { output.result[outputIndex] = 0u; } } kernel void tint_symbol(texture2d tint_symbol_3 [[texture(0)]], texture2d tint_symbol_4 [[texture(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(0)]], device OutputBuf& output [[buffer(1)]]) { tint_symbol_inner(uniforms, output, GlobalInvocationID, tint_symbol_3, tint_symbol_4); return; }