54 lines
2.1 KiB
WebGPU Shading Language
54 lines
2.1 KiB
WebGPU Shading Language
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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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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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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> = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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var success : bool = true;
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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)))) {
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success = (success && all((textureLoad(dst, vec2<i32>(dstTexCoord), 0) == nonCoveredColor)));
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} else {
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var srcTexCoord : vec2<u32> = ((dstTexCoord - uniforms.dstCopyOrigin) + uniforms.srcCopyOrigin);
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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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if ((uniforms.channelCount == 2u)) {
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success = ((success && aboutEqual(dstColor.r, srcColor.r)) && aboutEqual(dstColor.g, srcColor.g));
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} else {
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success = ((((success && aboutEqual(dstColor.r, srcColor.r)) && aboutEqual(dstColor.g, srcColor.g)) && aboutEqual(dstColor.b, srcColor.b)) && 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)) + 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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