dawn-cmake/test/tint/bug/tint/534.wgsl.expected.wgsl

48 lines
1.4 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, read_write> output : OutputBuf;
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
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);
}
}