70 lines
3.0 KiB
WebGPU Shading Language
70 lines
3.0 KiB
WebGPU Shading Language
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[[block]] struct Uniforms {
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dstTextureFlipY : u32;
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channelCount : u32;
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srcCopyOrigin : vec2<u32>;
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dstCopyOrigin : vec2<u32>;
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copySize : vec2<u32>;
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};
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[[block]] struct OutputBuf {
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result : array<u32>;
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};
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[[group(0), binding(0)]] var src : texture_2d<f32>;
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[[group(0), binding(1)]] var dst : texture_2d<f32>;
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[[group(0), binding(2)]] var<storage, read_write> output : OutputBuf;
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[[group(0), binding(3)]] var<uniform> uniforms : Uniforms;
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fn aboutEqual(value : f32, expect : f32) -> bool {
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// The value diff should be smaller than the hard coded tolerance.
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return abs(value - expect) < 0.001;
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}
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[[stage(compute), workgroup_size(1, 1, 1)]]
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fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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let srcSize : vec2<i32> = textureDimensions(src);
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let dstSize : vec2<i32> = textureDimensions(dst);
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let dstTexCoord : vec2<u32> = vec2<u32>(GlobalInvocationID.xy);
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let nonCoveredColor : vec4<f32> =
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vec4<f32>(0.0, 1.0, 0.0, 1.0); // should be green
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var success : bool = true;
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if (dstTexCoord.x < uniforms.dstCopyOrigin.x ||
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dstTexCoord.y < uniforms.dstCopyOrigin.y ||
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dstTexCoord.x >= uniforms.dstCopyOrigin.x + uniforms.copySize.x ||
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dstTexCoord.y >= uniforms.dstCopyOrigin.y + uniforms.copySize.y) {
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success = success &&
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all(textureLoad(dst, vec2<i32>(dstTexCoord), 0) == nonCoveredColor);
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} else {
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// Calculate source texture coord.
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var srcTexCoord : vec2<u32> = dstTexCoord - uniforms.dstCopyOrigin +
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uniforms.srcCopyOrigin;
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// Note that |flipY| equals flip src texture firstly and then do copy from src
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// subrect to dst subrect. This helps on blink part to handle some input texture
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// which is flipped and need to unpack flip during the copy.
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// We need to calculate the expect y coord based on this rule.
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if (uniforms.dstTextureFlipY == 1u) {
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srcTexCoord.y = u32(srcSize.y) - srcTexCoord.y - 1u;
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}
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let srcColor : vec4<f32> = textureLoad(src, vec2<i32>(srcTexCoord), 0);
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let dstColor : vec4<f32> = textureLoad(dst, vec2<i32>(dstTexCoord), 0);
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// Not use loop and variable index format to workaround
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// crbug.com/tint/638.
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if (uniforms.channelCount == 2u) { // All have rg components.
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success = success &&
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aboutEqual(dstColor.r, srcColor.r) &&
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aboutEqual(dstColor.g, srcColor.g);
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} else {
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success = success &&
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aboutEqual(dstColor.r, srcColor.r) &&
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aboutEqual(dstColor.g, srcColor.g) &&
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aboutEqual(dstColor.b, srcColor.b) &&
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aboutEqual(dstColor.a, srcColor.a);
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}
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}
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let outputIndex : u32 = GlobalInvocationID.y * u32(dstSize.x) +
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GlobalInvocationID.x;
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if (success) {
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output.result[outputIndex] = 1u;
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} else {
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output.result[outputIndex] = 0u;
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}
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}
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