#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; } void tint_symbol_inner(uint3 GlobalInvocationID, texture2d tint_symbol_1, const constant Uniforms* const tint_symbol_2, texture2d tint_symbol_3, device OutputBuf* const tint_symbol_4) { int2 size = int2(tint_symbol_1.get_width(), tint_symbol_1.get_height()); int2 dstTexCoord = int2(uint3(GlobalInvocationID).xy); int2 srcTexCoord = dstTexCoord; if (((*(tint_symbol_2)).dstTextureFlipY == 1u)) { srcTexCoord[1] = as_type((as_type(as_type((as_type(size[1]) - as_type(dstTexCoord[1])))) - as_type(1))); } float4 srcColor = tint_symbol_1.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 < (*(tint_symbol_2)).channelCount); i = (i + 1u)) { srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]); success = (success && (srcColorBits[i] == dstColorBits[i])); } uint outputIndex = ((GlobalInvocationID[1] * uint(size[0])) + GlobalInvocationID[0]); if (success) { (*(tint_symbol_4)).result[outputIndex] = uint(1); } else { (*(tint_symbol_4)).result[outputIndex] = uint(0); } } kernel void tint_symbol(texture2d tint_symbol_5 [[texture(0)]], const constant Uniforms* tint_symbol_6 [[buffer(0)]], texture2d tint_symbol_7 [[texture(1)]], device OutputBuf* tint_symbol_8 [[buffer(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]]) { tint_symbol_inner(GlobalInvocationID, tint_symbol_5, tint_symbol_6, tint_symbol_7, tint_symbol_8); return; }