Add test case for dawn:947
Bug: dawn:947 Change-Id: Ie594f084d7642e470d058a0fd2b5f43e2e9f72cc Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/55441 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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[[block]] struct Uniforms {
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u_scale : vec2<f32>;
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u_offset : vec2<f32>;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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[[location(0)]] texcoords : vec2<f32>;
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[[builtin(position)]] position : vec4<f32>;
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};
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[[stage(vertex)]] fn vs_main(
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[[builtin(vertex_index)]] VertexIndex : u32
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) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(
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vec2<f32>(-0.5, 0.0),
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vec2<f32>( 1.5, 0.0),
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vec2<f32>( 0.5, 2.0));
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var output : VertexOutputs;
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output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
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// flipY case can get negative number.
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var flipY = uniforms.u_scale.y < 0.0;
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// Texture coordinate takes top-left as origin point. We need to map the
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// texture to triangle carefully.
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if (flipY) {
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// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
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// Adopt transform to src texture and then mapping it to triangle coord which
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// do a +1 shift on Y dimension will help us got that mirror position perfectly.
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output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
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} else {
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// For the normal case, we need to get the exact position.
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// So mapping texture to triangle firstly then adopt the transform.
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output.texcoords = (texcoord[VertexIndex] *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
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uniforms.u_scale + uniforms.u_offset;
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}
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return output;
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}
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[[binding(1), group(0)]] var mySampler: sampler;
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[[binding(2), group(0)]] var myTexture: texture_2d<f32>;
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[[stage(fragment)]] fn fs_main(
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[[location(0)]] texcoord : vec2<f32>
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) -> [[location(0)]] vec4<f32> {
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// Clamp the texcoord and discard the out-of-bound pixels.
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var clampedTexcoord =
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clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (!all(clampedTexcoord == texcoord)) {
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discard;
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}
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var srcColor = textureSample(myTexture, mySampler, texcoord);
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// Swizzling of texture formats when sampling / rendering is handled by the
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// hardware so we don't need special logic in this shader. This is covered by tests.
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return srcColor;
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}
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cbuffer cbuffer_uniforms : register(b0, space0) {
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uint4 uniforms[1];
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};
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struct VertexOutputs {
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float2 texcoords;
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float4 position;
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};
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struct tint_symbol_1 {
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uint VertexIndex : SV_VertexID;
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};
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struct tint_symbol_2 {
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float2 texcoords : TEXCOORD0;
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float4 position : SV_Position;
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};
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struct tint_array_wrapper {
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float2 arr[3];
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};
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tint_symbol_2 vs_main(tint_symbol_1 tint_symbol) {
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const uint VertexIndex = tint_symbol.VertexIndex;
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tint_array_wrapper texcoord = {{float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}};
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VertexOutputs output = {float2(0.0f, 0.0f), float4(0.0f, 0.0f, 0.0f, 0.0f)};
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output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
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const int scalar_offset = (4u) / 4;
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bool flipY = (asfloat(uniforms[scalar_offset / 4][scalar_offset % 4]) < 0.0f);
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if (flipY) {
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const int scalar_offset_1 = (0u) / 4;
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uint4 ubo_load = uniforms[scalar_offset_1 / 4];
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const int scalar_offset_2 = (8u) / 4;
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uint4 ubo_load_1 = uniforms[scalar_offset_2 / 4];
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output.texcoords = ((((texcoord.arr[VertexIndex] * asfloat(((scalar_offset_1 & 2) ? ubo_load.zw : ubo_load.xy))) + asfloat(((scalar_offset_2 & 2) ? ubo_load_1.zw : ubo_load_1.xy))) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
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} else {
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const int scalar_offset_3 = (0u) / 4;
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uint4 ubo_load_2 = uniforms[scalar_offset_3 / 4];
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const int scalar_offset_4 = (8u) / 4;
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uint4 ubo_load_3 = uniforms[scalar_offset_4 / 4];
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output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloat(((scalar_offset_3 & 2) ? ubo_load_2.zw : ubo_load_2.xy))) + asfloat(((scalar_offset_4 & 2) ? ubo_load_3.zw : ubo_load_3.xy)));
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}
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const tint_symbol_2 tint_symbol_8 = {output.texcoords, output.position};
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return tint_symbol_8;
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}
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SamplerState mySampler : register(s1, space0);
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Texture2D<float4> myTexture : register(t2, space0);
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struct tint_symbol_4 {
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float2 texcoord : TEXCOORD0;
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};
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struct tint_symbol_5 {
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float4 value : SV_Target0;
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};
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tint_symbol_5 fs_main(tint_symbol_4 tint_symbol_3) {
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const float2 texcoord = tint_symbol_3.texcoord;
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float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
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if (!(all((clampedTexcoord == texcoord)))) {
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discard;
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}
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float4 srcColor = myTexture.Sample(mySampler, texcoord);
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const tint_symbol_5 tint_symbol_9 = {srcColor};
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return tint_symbol_9;
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}
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#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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/* 0x0000 */ packed_float2 u_scale;
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/* 0x0008 */ packed_float2 u_offset;
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};
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struct VertexOutputs {
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float2 texcoords;
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float4 position;
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};
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struct tint_symbol_1 {
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float2 texcoords [[user(locn0)]];
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float4 position [[position]];
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};
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struct tint_array_wrapper {
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float2 arr[3];
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};
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struct tint_symbol_3 {
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float2 texcoord [[user(locn0)]];
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};
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struct tint_symbol_4 {
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float4 value [[color(0)]];
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};
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vertex tint_symbol_1 vs_main(uint VertexIndex [[vertex_id]], constant Uniforms& uniforms [[buffer(0)]]) {
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tint_array_wrapper texcoord = {.arr={float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}};
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VertexOutputs output = {};
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output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
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bool flipY = (uniforms.u_scale.y < 0.0f);
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if (flipY) {
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output.texcoords = ((((texcoord.arr[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f));
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} else {
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output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * uniforms.u_scale) + uniforms.u_offset);
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}
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tint_symbol_1 const tint_symbol_5 = {.texcoords=output.texcoords, .position=output.position};
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return tint_symbol_5;
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}
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fragment tint_symbol_4 fs_main(texture2d<float, access::sample> tint_symbol_7 [[texture(2)]], sampler tint_symbol_8 [[sampler(1)]], tint_symbol_3 tint_symbol_2 [[stage_in]]) {
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float2 const texcoord = tint_symbol_2.texcoord;
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float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
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if (!( all((clampedTexcoord == texcoord)))) {
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discard_fragment();
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}
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float4 srcColor = tint_symbol_7.sample(tint_symbol_8, texcoord);
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tint_symbol_4 const tint_symbol_6 = {.value=srcColor};
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return tint_symbol_6;
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}
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@ -0,0 +1,221 @@
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 141
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; Schema: 0
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OpCapability Shader
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%120 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Vertex %vs_main "vs_main" %tint_pointsize %tint_symbol %tint_symbol_2 %tint_symbol_3
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OpEntryPoint Fragment %fs_main "fs_main" %tint_symbol_5 %tint_symbol_7
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OpExecutionMode %fs_main OriginUpperLeft
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OpName %tint_pointsize "tint_pointsize"
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OpName %Uniforms "Uniforms"
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OpMemberName %Uniforms 0 "u_scale"
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OpMemberName %Uniforms 1 "u_offset"
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OpName %uniforms "uniforms"
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OpName %tint_symbol "tint_symbol"
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OpName %tint_symbol_2 "tint_symbol_2"
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OpName %tint_symbol_3 "tint_symbol_3"
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OpName %mySampler "mySampler"
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OpName %myTexture "myTexture"
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OpName %tint_symbol_5 "tint_symbol_5"
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OpName %tint_symbol_7 "tint_symbol_7"
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OpName %VertexOutputs "VertexOutputs"
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OpMemberName %VertexOutputs 0 "texcoords"
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OpMemberName %VertexOutputs 1 "position"
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OpName %tint_symbol_4 "tint_symbol_4"
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OpName %tint_symbol_1 "tint_symbol_1"
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OpName %vs_main "vs_main"
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OpName %texcoord "texcoord"
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OpName %output "output"
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OpName %flipY "flipY"
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OpName %tint_symbol_8 "tint_symbol_8"
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OpName %tint_symbol_6 "tint_symbol_6"
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OpName %fs_main "fs_main"
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OpName %clampedTexcoord "clampedTexcoord"
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OpName %srcColor "srcColor"
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OpDecorate %tint_pointsize BuiltIn PointSize
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OpDecorate %Uniforms Block
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OpMemberDecorate %Uniforms 0 Offset 0
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OpMemberDecorate %Uniforms 1 Offset 8
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OpDecorate %uniforms NonWritable
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OpDecorate %uniforms Binding 0
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OpDecorate %uniforms DescriptorSet 0
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OpDecorate %tint_symbol BuiltIn VertexIndex
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OpDecorate %tint_symbol_2 Location 0
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OpDecorate %tint_symbol_3 BuiltIn Position
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OpDecorate %mySampler Binding 1
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OpDecorate %mySampler DescriptorSet 0
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OpDecorate %myTexture Binding 2
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OpDecorate %myTexture DescriptorSet 0
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OpDecorate %tint_symbol_5 Location 0
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OpDecorate %tint_symbol_7 Location 0
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OpMemberDecorate %VertexOutputs 0 Offset 0
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OpMemberDecorate %VertexOutputs 1 Offset 16
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OpDecorate %_arr_v2float_uint_3 ArrayStride 8
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%float = OpTypeFloat 32
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%_ptr_Output_float = OpTypePointer Output %float
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%4 = OpConstantNull %float
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%tint_pointsize = OpVariable %_ptr_Output_float Output %4
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%v2float = OpTypeVector %float 2
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%Uniforms = OpTypeStruct %v2float %v2float
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%_ptr_Uniform_Uniforms = OpTypePointer Uniform %Uniforms
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%uniforms = OpVariable %_ptr_Uniform_Uniforms Uniform
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%uint = OpTypeInt 32 0
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%_ptr_Input_uint = OpTypePointer Input %uint
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%tint_symbol = OpVariable %_ptr_Input_uint Input
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%_ptr_Output_v2float = OpTypePointer Output %v2float
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%14 = OpConstantNull %v2float
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%tint_symbol_2 = OpVariable %_ptr_Output_v2float Output %14
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%v4float = OpTypeVector %float 4
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%_ptr_Output_v4float = OpTypePointer Output %v4float
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%18 = OpConstantNull %v4float
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%tint_symbol_3 = OpVariable %_ptr_Output_v4float Output %18
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%21 = OpTypeSampler
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%_ptr_UniformConstant_21 = OpTypePointer UniformConstant %21
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%mySampler = OpVariable %_ptr_UniformConstant_21 UniformConstant
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%24 = OpTypeImage %float 2D 0 0 0 1 Unknown
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%_ptr_UniformConstant_24 = OpTypePointer UniformConstant %24
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%myTexture = OpVariable %_ptr_UniformConstant_24 UniformConstant
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%_ptr_Input_v2float = OpTypePointer Input %v2float
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%tint_symbol_5 = OpVariable %_ptr_Input_v2float Input
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%tint_symbol_7 = OpVariable %_ptr_Output_v4float Output %18
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%void = OpTypeVoid
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%VertexOutputs = OpTypeStruct %v2float %v4float
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%28 = OpTypeFunction %void %VertexOutputs
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%36 = OpTypeFunction %void
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%float_1 = OpConstant %float 1
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%uint_3 = OpConstant %uint 3
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%_arr_v2float_uint_3 = OpTypeArray %v2float %uint_3
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%float_n0_5 = OpConstant %float -0.5
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%float_0 = OpConstant %float 0
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%44 = OpConstantComposite %v2float %float_n0_5 %float_0
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%float_1_5 = OpConstant %float 1.5
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%46 = OpConstantComposite %v2float %float_1_5 %float_0
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%float_0_5 = OpConstant %float 0.5
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%float_2 = OpConstant %float 2
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%49 = OpConstantComposite %v2float %float_0_5 %float_2
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%50 = OpConstantComposite %_arr_v2float_uint_3 %44 %46 %49
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%_ptr_Function__arr_v2float_uint_3 = OpTypePointer Function %_arr_v2float_uint_3
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%53 = OpConstantNull %_arr_v2float_uint_3
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%_ptr_Function_VertexOutputs = OpTypePointer Function %VertexOutputs
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%56 = OpConstantNull %VertexOutputs
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%uint_1 = OpConstant %uint 1
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%_ptr_Function_v4float = OpTypePointer Function %v4float
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%_ptr_Function_v2float = OpTypePointer Function %v2float
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%65 = OpConstantComposite %v2float %float_1 %float_1
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%uint_0 = OpConstant %uint 0
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%_ptr_Uniform_float = OpTypePointer Uniform %float
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%bool = OpTypeBool
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%_ptr_Function_bool = OpTypePointer Function %bool
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%78 = OpConstantNull %bool
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%_ptr_Uniform_v2float = OpTypePointer Uniform %v2float
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%float_n1 = OpConstant %float -1
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%95 = OpConstantComposite %v2float %float_1 %float_n1
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%97 = OpConstantComposite %v2float %float_0 %float_1
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%113 = OpTypeFunction %void %v4float
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%122 = OpConstantComposite %v2float %float_0 %float_0
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%v2bool = OpTypeVector %bool 2
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%135 = OpTypeSampledImage %24
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%tint_symbol_4 = OpFunction %void None %28
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%tint_symbol_1 = OpFunctionParameter %VertexOutputs
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%33 = OpLabel
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%34 = OpCompositeExtract %v2float %tint_symbol_1 0
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OpStore %tint_symbol_2 %34
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%35 = OpCompositeExtract %v4float %tint_symbol_1 1
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OpStore %tint_symbol_3 %35
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OpReturn
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OpFunctionEnd
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%vs_main = OpFunction %void None %36
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%38 = OpLabel
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%texcoord = OpVariable %_ptr_Function__arr_v2float_uint_3 Function %53
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%output = OpVariable %_ptr_Function_VertexOutputs Function %56
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%flipY = OpVariable %_ptr_Function_bool Function %78
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OpStore %tint_pointsize %float_1
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OpStore %texcoord %50
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%59 = OpAccessChain %_ptr_Function_v4float %output %uint_1
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%60 = OpLoad %uint %tint_symbol
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%62 = OpAccessChain %_ptr_Function_v2float %texcoord %60
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%63 = OpLoad %v2float %62
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%64 = OpVectorTimesScalar %v2float %63 %float_2
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%66 = OpFSub %v2float %64 %65
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%67 = OpCompositeExtract %float %66 0
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%68 = OpCompositeExtract %float %66 1
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%69 = OpCompositeConstruct %v4float %67 %68 %float_0 %float_1
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OpStore %59 %69
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%72 = OpAccessChain %_ptr_Uniform_float %uniforms %uint_0 %uint_1
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%73 = OpLoad %float %72
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%74 = OpFOrdLessThan %bool %73 %float_0
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OpStore %flipY %74
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%79 = OpLoad %bool %flipY
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OpSelectionMerge %80 None
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OpBranchConditional %79 %81 %82
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%81 = OpLabel
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%83 = OpAccessChain %_ptr_Function_v2float %output %uint_0
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%84 = OpLoad %uint %tint_symbol
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%85 = OpAccessChain %_ptr_Function_v2float %texcoord %84
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%86 = OpLoad %v2float %85
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%88 = OpAccessChain %_ptr_Uniform_v2float %uniforms %uint_0
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%89 = OpLoad %v2float %88
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%90 = OpFMul %v2float %86 %89
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%91 = OpAccessChain %_ptr_Uniform_v2float %uniforms %uint_1
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%92 = OpLoad %v2float %91
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%93 = OpFAdd %v2float %90 %92
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%96 = OpFMul %v2float %93 %95
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%98 = OpFAdd %v2float %96 %97
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OpStore %83 %98
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OpBranch %80
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%82 = OpLabel
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%99 = OpAccessChain %_ptr_Function_v2float %output %uint_0
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%100 = OpLoad %uint %tint_symbol
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%101 = OpAccessChain %_ptr_Function_v2float %texcoord %100
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%102 = OpLoad %v2float %101
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%103 = OpFMul %v2float %102 %95
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%104 = OpFAdd %v2float %103 %97
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%105 = OpAccessChain %_ptr_Uniform_v2float %uniforms %uint_0
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%106 = OpLoad %v2float %105
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%107 = OpFMul %v2float %104 %106
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%108 = OpAccessChain %_ptr_Uniform_v2float %uniforms %uint_1
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%109 = OpLoad %v2float %108
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%110 = OpFAdd %v2float %107 %109
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OpStore %99 %110
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OpBranch %80
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%80 = OpLabel
|
||||
%112 = OpLoad %VertexOutputs %output
|
||||
%111 = OpFunctionCall %void %tint_symbol_4 %112
|
||||
OpReturn
|
||||
OpFunctionEnd
|
||||
%tint_symbol_8 = OpFunction %void None %113
|
||||
%tint_symbol_6 = OpFunctionParameter %v4float
|
||||
%116 = OpLabel
|
||||
OpStore %tint_symbol_7 %tint_symbol_6
|
||||
OpReturn
|
||||
OpFunctionEnd
|
||||
%fs_main = OpFunction %void None %36
|
||||
%118 = OpLabel
|
||||
%clampedTexcoord = OpVariable %_ptr_Function_v2float Function %14
|
||||
%srcColor = OpVariable %_ptr_Function_v4float Function %18
|
||||
%121 = OpLoad %v2float %tint_symbol_5
|
||||
%119 = OpExtInst %v2float %120 NClamp %121 %122 %65
|
||||
OpStore %clampedTexcoord %119
|
||||
%126 = OpLoad %v2float %clampedTexcoord
|
||||
%127 = OpLoad %v2float %tint_symbol_5
|
||||
%128 = OpFOrdEqual %v2bool %126 %127
|
||||
%125 = OpAll %bool %128
|
||||
%124 = OpLogicalNot %bool %125
|
||||
OpSelectionMerge %130 None
|
||||
OpBranchConditional %124 %131 %130
|
||||
%131 = OpLabel
|
||||
OpKill
|
||||
%130 = OpLabel
|
||||
%133 = OpLoad %21 %mySampler
|
||||
%134 = OpLoad %24 %myTexture
|
||||
%136 = OpSampledImage %135 %134 %133
|
||||
%137 = OpLoad %v2float %tint_symbol_5
|
||||
%132 = OpImageSampleImplicitLod %v4float %136 %137
|
||||
OpStore %srcColor %132
|
||||
%140 = OpLoad %v4float %srcColor
|
||||
%139 = OpFunctionCall %void %tint_symbol_8 %140
|
||||
OpReturn
|
||||
OpFunctionEnd
|
|
@ -0,0 +1,42 @@
|
|||
[[block]]
|
||||
struct Uniforms {
|
||||
u_scale : vec2<f32>;
|
||||
u_offset : vec2<f32>;
|
||||
};
|
||||
|
||||
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
|
||||
|
||||
struct VertexOutputs {
|
||||
[[location(0)]]
|
||||
texcoords : vec2<f32>;
|
||||
[[builtin(position)]]
|
||||
position : vec4<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn vs_main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOutputs {
|
||||
var texcoord = array<vec2<f32>, 3>(vec2<f32>(-0.5, 0.0), vec2<f32>(1.5, 0.0), vec2<f32>(0.5, 2.0));
|
||||
var output : VertexOutputs;
|
||||
output.position = vec4<f32>(((texcoord[VertexIndex] * 2.0) - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
|
||||
var flipY = (uniforms.u_scale.y < 0.0);
|
||||
if (flipY) {
|
||||
output.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2<f32>(1.0, -1.0)) + vec2<f32>(0.0, 1.0));
|
||||
} else {
|
||||
output.texcoords = ((((texcoord[VertexIndex] * vec2<f32>(1.0, -1.0)) + vec2<f32>(0.0, 1.0)) * uniforms.u_scale) + uniforms.u_offset);
|
||||
}
|
||||
return output;
|
||||
}
|
||||
|
||||
[[binding(1), group(0)]] var mySampler : sampler;
|
||||
|
||||
[[binding(2), group(0)]] var myTexture : texture_2d<f32>;
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn fs_main([[location(0)]] texcoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
|
||||
var clampedTexcoord = clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
|
||||
if (!(all((clampedTexcoord == texcoord)))) {
|
||||
discard;
|
||||
}
|
||||
var srcColor = textureSample(myTexture, mySampler, texcoord);
|
||||
return srcColor;
|
||||
}
|
Loading…
Reference in New Issue