dawn-cmake/test/bug/tint/534.wgsl.expected.glsl
Stephen White 0ff3050c6c GLSL: a grab bag of texture fixes.
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>
2021-11-19 19:06:23 +00:00

67 lines
1.7 KiB
GLSL

#version 310 es
precision mediump float;
uniform highp sampler2D src;
uniform highp sampler2D dst;
layout (binding = 2) buffer OutputBuf_1 {
uint result[];
} tint_symbol;
layout (binding = 3) uniform Uniforms_1 {
uint dstTextureFlipY;
uint isFloat16;
uint isRGB10A2Unorm;
uint channelCount;
} uniforms;
uint ConvertToFp16FloatValue(float fp32) {
return 1u;
}
struct tint_symbol_3 {
uvec3 GlobalInvocationID;
};
void tint_symbol_1_inner(uvec3 GlobalInvocationID) {
ivec2 size = textureSize(src, 0);
ivec2 dstTexCoord = ivec2(GlobalInvocationID.xy);
ivec2 srcTexCoord = dstTexCoord;
if ((uniforms.dstTextureFlipY == 1u)) {
srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
}
vec4 srcColor = texelFetch(src, srcTexCoord, 0);
vec4 dstColor = texelFetch(dst, dstTexCoord, 0);
bool success = true;
uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u);
uvec4 dstColorBits = uvec4(dstColor);
{
for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
bool tint_tmp = success;
if (tint_tmp) {
tint_tmp = (srcColorBits[i] == dstColorBits[i]);
}
success = (tint_tmp);
}
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
tint_symbol.result[outputIndex] = uint(1);
} else {
tint_symbol.result[outputIndex] = uint(0);
}
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void tint_symbol_1(tint_symbol_3 tint_symbol_2) {
tint_symbol_1_inner(tint_symbol_2.GlobalInvocationID);
return;
}
void main() {
tint_symbol_3 inputs;
inputs.GlobalInvocationID = gl_GlobalInvocationID;
tint_symbol_1(inputs);
}