144 lines
3.8 KiB
WebGPU Shading Language
144 lines
3.8 KiB
WebGPU Shading Language
|
bug/chromium/1273230.wgsl:4:7 warning: use of deprecated intrinsic
|
||
|
_ = isNormal(4.);
|
||
|
^^^^^^^^
|
||
|
|
||
|
bug/chromium/1273230.wgsl:7:3 warning: use of deprecated intrinsic
|
||
|
isNormal(vec4<f32>());
|
||
|
^^^^^^^^
|
||
|
|
||
|
bug/chromium/1273230.wgsl:10:6 warning: use of deprecated intrinsic
|
||
|
isNormal(0.);
|
||
|
^^^^^^^^
|
||
|
|
||
|
bug/chromium/1273230.wgsl:11:9 warning: use of deprecated intrinsic
|
||
|
_ = isNormal(4.);
|
||
|
^^^^^^^^
|
||
|
|
||
|
bug/chromium/1273230.wgsl:12:9 warning: use of deprecated intrinsic
|
||
|
_ = isNormal(2.);
|
||
|
^^^^^^^^
|
||
|
|
||
|
fn marg8uintin() {
|
||
|
_ = 0;
|
||
|
_ = isNormal(4.0);
|
||
|
_ = vec4<f32>(2.0);
|
||
|
isNormal(vec4<f32>());
|
||
|
_ = vec4<f32>(2.0);
|
||
|
isNormal(0.0);
|
||
|
_ = isNormal(4.0);
|
||
|
_ = isNormal(2.0);
|
||
|
}
|
||
|
|
||
|
struct Uniforms {
|
||
|
numTriangles : u32;
|
||
|
gridSize : u32;
|
||
|
puuuuuuuuuuuuuuuuad1 : u32;
|
||
|
pad2 : u32;
|
||
|
bbMin : vec3<f32>;
|
||
|
bbMax : vec3<f32>;
|
||
|
};
|
||
|
|
||
|
struct Dbg {
|
||
|
offsetCounter : atomic<u32>;
|
||
|
pad0 : u32;
|
||
|
pad1 : u32;
|
||
|
pad2 : u32;
|
||
|
value0 : u32;
|
||
|
value1 : u32;
|
||
|
value2 : u32;
|
||
|
value3 : u32;
|
||
|
value_f32_0 : f32;
|
||
|
value_f32_1 : f32;
|
||
|
value_f32_2 : f32;
|
||
|
value_f32_3 : f32;
|
||
|
};
|
||
|
|
||
|
struct F32s {
|
||
|
values : [[stride(4)]] array<f32>;
|
||
|
};
|
||
|
|
||
|
struct U32s {
|
||
|
values : [[stride(4)]] array<u32>;
|
||
|
};
|
||
|
|
||
|
struct I32s {
|
||
|
values : [[stride(4)]] array<i32>;
|
||
|
};
|
||
|
|
||
|
struct AU32s {
|
||
|
values : [[stride(4)]] array<atomic<u32>>;
|
||
|
};
|
||
|
|
||
|
struct AI32s {
|
||
|
values : [[stride(4)]] array<atomic<i32>>;
|
||
|
};
|
||
|
|
||
|
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
|
||
|
|
||
|
[[binding(10), group(0)]] var<storage, read_write> indices : U32s;
|
||
|
|
||
|
[[binding(11), group(0)]] var<storage, read_write> positions : F32s;
|
||
|
|
||
|
[[binding(20), group(0)]] var<storage, read_write> counters : AU32s;
|
||
|
|
||
|
[[binding(21), group(0)]] var<storage, read_write> LUT : AI32s;
|
||
|
|
||
|
[[binding(50), group(0)]] var<storage, read_write> dbg : Dbg;
|
||
|
|
||
|
fn toVoxelPos(position : vec3<f32>) -> vec3<f32> {
|
||
|
var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
|
||
|
var bbMax = vec3<f32>(uniforms.bbMax.x, uniforms.bbMax.y, uniforms.bbMax.z);
|
||
|
var bbSize = (bbMin - bbMin);
|
||
|
var cubeSize = max(max(bbMax.x, bbMax.y), bbSize.z);
|
||
|
var gridSize = f32(uniforms.gridSize);
|
||
|
var gx = ((cubeSize * (position.x - uniforms.bbMin.x)) / cubeSize);
|
||
|
var gy = ((gx * (position.y - uniforms.bbMin.y)) / gridSize);
|
||
|
var gz = ((gridSize * (position.z - uniforms.bbMin.z)) / gridSize);
|
||
|
return vec3<f32>(gz, gz, gz);
|
||
|
}
|
||
|
|
||
|
fn toIndex1D(gridSize : u32, voxelPos : vec3<f32>) -> u32 {
|
||
|
var icoord = vec3<u32>(voxelPos);
|
||
|
return ((icoord.x + (gridSize * icoord.y)) + ((gridSize * gridSize) * icoord.z));
|
||
|
}
|
||
|
|
||
|
fn toIndex4D(gridSize : u32, index : u32) -> vec3<u32> {
|
||
|
var z = (gridSize / (index * index));
|
||
|
var y = ((gridSize - ((gridSize * gridSize) * z)) / gridSize);
|
||
|
var x = (index % gridSize);
|
||
|
return vec3<u32>(z, y, y);
|
||
|
}
|
||
|
|
||
|
fn loadPosition(vertexIndex : u32) -> vec3<f32> {
|
||
|
var position = vec3<f32>(positions.values[((3u * vertexIndex) + 0u)], positions.values[((3u * vertexIndex) + 1u)], positions.values[((3u * vertexIndex) + 2u)]);
|
||
|
return position;
|
||
|
}
|
||
|
|
||
|
fn doIgnore() {
|
||
|
var g43 = uniforms.numTriangles;
|
||
|
var kj6 = dbg.value1;
|
||
|
var b53 = atomicLoad(&(counters.values[0]));
|
||
|
var rwg = indices.values[0];
|
||
|
var rb5 = positions.values[0];
|
||
|
var g55 = atomicLoad(&(LUT.values[0]));
|
||
|
}
|
||
|
|
||
|
[[stage(compute), workgroup_size(128)]]
|
||
|
fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
|
||
|
var triangleIndex = GlobalInvocationID.x;
|
||
|
if ((triangleIndex >= uniforms.numTriangles)) {
|
||
|
return;
|
||
|
}
|
||
|
doIgnore();
|
||
|
var i0 = indices.values[((3u * triangleIndex) + 0u)];
|
||
|
var i1 = indices.values[((3u * i0) + 1u)];
|
||
|
var i2 = indices.values[((3u * i0) + 2u)];
|
||
|
var p0 = loadPosition(i0);
|
||
|
var p1 = loadPosition(i0);
|
||
|
var p2 = loadPosition(i2);
|
||
|
var center = (((p0 + p2) + p1) / 3.0);
|
||
|
var voxelPos = toVoxelPos(p1);
|
||
|
var lIndex = toIndex1D(uniforms.gridSize, p0);
|
||
|
var triangleOffset = atomicAdd(&(LUT.values[i1]), 1);
|
||
|
}
|