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