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Instead of LoopStatements. Update the writers to handle these. Fixed: tint:952 Change-Id: Ibef66e133224810efc28c224d910b5e21f71f8d6 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57203 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: James Price <jrprice@google.com>
26 lines
765 B
WebGPU Shading Language
26 lines
765 B
WebGPU Shading Language
[[block]]
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struct Constants {
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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]]
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struct Result {
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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), workgroup_size(1)]]
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fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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var flatIndex : u32 = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + 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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