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Use imageSize() on images, not textureSize(). In GLSL, the LOD parameter to textureSize() is mandatory for sampled textures, so emit a default 0 if not supplied. (Also, don't pack the level into the coords argument; that's an HLSLism.) GLSL returns the array size of array textures in the final component of textureSize(); remove it for WGSL. Write the subtype of storage images correctly (uimage*, iimage*, etc). This required a bit of cleanup to move "writeonly" ahead of subtype emission. Bug: tint:1298 Change-Id: Ica1cec0f833a9b684143c8b0cf6d090fb511a7d2 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70140 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com>
38 lines
893 B
GLSL
38 lines
893 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2DArray myTexture;
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layout (binding = 3) buffer Result_1 {
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float values[];
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} result;
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struct tint_symbol_2 {
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uvec3 GlobalInvocationID;
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};
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void tint_symbol_inner(uvec3 GlobalInvocationID) {
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uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
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flatIndex = (flatIndex * 1u);
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vec4 texel = texelFetch(myTexture, ivec3(ivec2(GlobalInvocationID.xy), 0), 0);
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{
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for(uint i = 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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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.GlobalInvocationID);
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return;
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}
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void main() {
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tint_symbol_2 inputs;
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inputs.GlobalInvocationID = gl_GlobalInvocationID;
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tint_symbol(inputs);
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}
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