[[block]] struct Uniforms { dstTextureFlipY : u32; isFloat16 : u32; isRGB10A2Unorm : u32; channelCount : u32; }; [[block]] struct OutputBuf { result : [[stride(4)]] array<u32>; }; [[group(0), binding(0)]] var src : texture_2d<f32>; [[group(0), binding(1)]] var dst : texture_2d<f32>; [[group(0), binding(2)]] var<storage_buffer, read_write> output : OutputBuf; [[group(0), binding(3)]] var<uniform> uniforms : Uniforms; //[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>; // Fp16 logic // Infinity and NaN won't happen in this test case. fn ConvertToFp16FloatValue(fp32 : f32) -> u32 { return 1u; } [[stage(compute), workgroup_size(1, 1, 1)]] fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) { var size : vec2<i32> = textureDimensions(src); var dstTexCoord : vec2<i32> = vec2<i32>(GlobalInvocationID.xy); var srcTexCoord : vec2<i32> = dstTexCoord; if (uniforms.dstTextureFlipY == 1u) { srcTexCoord.y = size.y - dstTexCoord.y - 1; } var srcColor : vec4<f32> = textureLoad(src, srcTexCoord, 0); var dstColor : vec4<f32> = textureLoad(dst, dstTexCoord, 0); var success : bool = true; var srcColorBits : vec4<u32>; var dstColorBits : vec4<u32> = vec4<u32>(dstColor); for (var i : u32 = 0u; i < uniforms.channelCount; i = i + 1u) { srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]); success = success && (srcColorBits[i] == dstColorBits[i]); } var outputIndex : u32 = GlobalInvocationID.y * u32(size.x) + GlobalInvocationID.x; if (success) { output.result[outputIndex] = u32(1); } else { output.result[outputIndex] = u32(0); } }