Ben Clayton 4d36557bce Normalize all line endings to LF
And force shader code to always use LF endings.

Post merge, there were a number of files that crept in with CRLF endings.

Some Tint end-to-end tests take objection to CRLF endings.

CRLF endings can be detected with:

```
git grep -I --files-with-matches --perl-regexp '\r' HEAD
```

And fixed with:

```
find . -type f -exec dos2unix {} \;
```

Bug: dawn:1339
Change-Id: Iee054bafd15875de744b86e28393cd8229bd3cfa
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86140
Kokoro-Run: Ben Clayton <bclayton@google.com>
Reviewed-by: Antonio Maiorano <amaiorano@google.com>
Commit-Queue: Ben Clayton <bclayton@google.com>
2022-04-08 14:18:28 +00:00

49 lines
1.6 KiB
WebGPU Shading Language

struct Uniforms {
dstTextureFlipY : u32,
isFloat16 : u32,
isRGB10A2Unorm : u32,
channelCount : u32,
};
struct OutputBuf {
result : array<u32>,
};
@group(0) @binding(0) var src : texture_2d<f32>;
@group(0) @binding(1) var dst : texture_2d<f32>;
@group(0) @binding(2) var<storage_buffer, read_write> output : OutputBuf;
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
//@builtin(global_invocation_id) var<in> GlobalInvocationID : vec3<u32>;
// Fp16 logic
// Infinity and NaN won't happen in this test case.
fn ConvertToFp16FloatValue(fp32 : f32) -> u32 {
return 1u;
}
@stage(compute) @workgroup_size(1, 1, 1)
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var size : vec2<i32> = textureDimensions(src);
var dstTexCoord : vec2<i32> = vec2<i32>(GlobalInvocationID.xy);
var srcTexCoord : vec2<i32> = dstTexCoord;
if (uniforms.dstTextureFlipY == 1u) {
srcTexCoord.y = size.y - dstTexCoord.y - 1;
}
var srcColor : vec4<f32> = textureLoad(src, srcTexCoord, 0);
var dstColor : vec4<f32> = textureLoad(dst, dstTexCoord, 0);
var success : bool = true;
var srcColorBits : vec4<u32>;
var dstColorBits : vec4<u32> = vec4<u32>(dstColor);
for (var i : u32 = 0u; i < uniforms.channelCount; i = i + 1u) {
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
success = success && (srcColorBits[i] == dstColorBits[i]);
}
var outputIndex : u32 = GlobalInvocationID.y * u32(size.x) + GlobalInvocationID.x;
if (success) {
output.result[outputIndex] = u32(1);
} else {
output.result[outputIndex] = u32(0);
}
}