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Some now pass, some still fail. If we fix bugs and they begin to pass, we have a better chance of noticing and marking the issues as fixed. Change-Id: I7278f960967a570ccde8865dcf2aa580235559bf Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/54062 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: David Neto <dneto@google.com>
27 lines
769 B
WebGPU Shading Language
27 lines
769 B
WebGPU Shading Language
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[[block]] struct Constants {
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[[offset(0)]] level : i32;
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};
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[[group(0), binding(0)]] var<uniform> constants : Constants;
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[[group(0), binding(1)]] var myTexture : texture_2d_array<f32>;
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[[block]] struct Result {
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[[offset(0)]] values : [[stride(4)]] array<f32>;
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};
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[[group(0), binding(3)]] var<storage, read_write> result : Result;
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[[stage(compute)]]
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fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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var flatIndex : u32 =
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2u * 2u * GlobalInvocationID.z +
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2u * GlobalInvocationID.y +
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GlobalInvocationID.x;
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flatIndex = flatIndex * 1u;
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var texel : vec4<f32> = textureLoad(myTexture, vec2<i32>(GlobalInvocationID.xy), 0, 0);
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for (var i : u32 = 0u; i < 1u; i = i + 1u) {
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result.values[flatIndex + i] = texel.r;
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}
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}
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