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