43 lines
1.5 KiB
Plaintext
43 lines
1.5 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ uint dstTextureFlipY;
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/* 0x0004 */ uint isFloat16;
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/* 0x0008 */ uint isRGB10A2Unorm;
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/* 0x000c */ uint channelCount;
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};
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struct OutputBuf {
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/* 0x0000 */ uint result[1];
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};
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uint ConvertToFp16FloatValue(float fp32) {
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return 1u;
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}
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kernel void tint_symbol(texture2d<float, access::sample> tint_symbol_2 [[texture(0)]], texture2d<float, access::sample> tint_symbol_3 [[texture(1)]], uint3 GlobalInvocationID [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(3)]], device OutputBuf& output [[buffer(2)]]) {
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int2 size = int2(tint_symbol_2.get_width(), tint_symbol_2.get_height());
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int2 dstTexCoord = int2(GlobalInvocationID.xy);
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int2 srcTexCoord = dstTexCoord;
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if ((uniforms.dstTextureFlipY == 1u)) {
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srcTexCoord.y = as_type<int>((as_type<uint>(as_type<int>((as_type<uint>(size.y) - as_type<uint>(dstTexCoord.y)))) - as_type<uint>(1)));
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}
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float4 srcColor = tint_symbol_2.read(uint2(srcTexCoord), 0);
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float4 dstColor = tint_symbol_3.read(uint2(dstTexCoord), 0);
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bool success = true;
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uint4 srcColorBits = 0u;
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uint4 dstColorBits = uint4(dstColor);
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for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
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srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
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success = (success && (srcColorBits[i] == dstColorBits[i]));
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}
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uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
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if (success) {
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output.result[outputIndex] = uint(1);
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} else {
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output.result[outputIndex] = uint(0);
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}
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return;
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}
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