dawn-cmake/test/bug/tint/534.wgsl.expected.wgsl
Ben Clayton 1b03f0a07a reader/wgsl: Generate ForLoopStatements
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>
2021-07-08 21:23:33 +00:00

50 lines
1.5 KiB
WebGPU Shading Language

[[block]]
struct Uniforms {
dstTextureFlipY : u32;
isFloat16 : u32;
isRGB10A2Unorm : u32;
channelCount : u32;
};
[[block]]
struct OutputBuf {
result : [[stride(4)]] 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);
}
}