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Other shader types don't need this. Also fix code style of member var. Bug: tint:1360 Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
61 lines
1.5 KiB
GLSL
61 lines
1.5 KiB
GLSL
#version 310 es
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struct Uniforms {
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uint dstTextureFlipY;
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uint isFloat16;
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uint isRGB10A2Unorm;
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uint channelCount;
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};
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layout(binding = 2, std430) buffer OutputBuf_1 {
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uint result[];
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} tint_symbol;
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layout(binding = 3) uniform Uniforms_1 {
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uint dstTextureFlipY;
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uint isFloat16;
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uint isRGB10A2Unorm;
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uint channelCount;
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} uniforms;
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uint ConvertToFp16FloatValue(float fp32) {
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return 1u;
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}
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uniform highp sampler2D src_1;
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uniform highp sampler2D dst_1;
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void tint_symbol_1(uvec3 GlobalInvocationID) {
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ivec2 size = textureSize(src_1, 0);
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ivec2 dstTexCoord = ivec2(GlobalInvocationID.xy);
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ivec2 srcTexCoord = dstTexCoord;
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if ((uniforms.dstTextureFlipY == 1u)) {
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srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
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}
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vec4 srcColor = texelFetch(src_1, srcTexCoord, 0);
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vec4 dstColor = texelFetch(dst_1, dstTexCoord, 0);
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bool success = true;
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uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u);
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uvec4 dstColorBits = uvec4(dstColor);
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{
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for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
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srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
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bool tint_tmp = success;
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if (tint_tmp) {
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tint_tmp = (srcColorBits[i] == dstColorBits[i]);
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}
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success = (tint_tmp);
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}
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}
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uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
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if (success) {
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tint_symbol.result[outputIndex] = uint(1);
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} else {
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tint_symbol.result[outputIndex] = uint(0);
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}
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol_1(gl_GlobalInvocationID);
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return;
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}
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