48 lines
1.5 KiB
WebGPU Shading Language
48 lines
1.5 KiB
WebGPU Shading Language
struct Uniforms {
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dstTextureFlipY : u32;
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isFloat16 : u32;
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isRGB10A2Unorm : u32;
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channelCount : u32;
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};
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struct OutputBuf {
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result : [[stride(4)]] array<u32>;
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};
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[[group(0), binding(0)]] var src : texture_2d<f32>;
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[[group(0), binding(1)]] var dst : texture_2d<f32>;
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[[group(0), binding(2)]] var<storage, read_write> output : OutputBuf;
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[[group(0), binding(3)]] var<uniform> uniforms : Uniforms;
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fn ConvertToFp16FloatValue(fp32 : f32) -> u32 {
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return 1u;
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}
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[[stage(compute), workgroup_size(1, 1, 1)]]
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fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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var size : vec2<i32> = textureDimensions(src);
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var dstTexCoord : vec2<i32> = vec2<i32>(GlobalInvocationID.xy);
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var srcTexCoord : vec2<i32> = 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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var srcColor : vec4<f32> = textureLoad(src, srcTexCoord, 0);
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var dstColor : vec4<f32> = textureLoad(dst, dstTexCoord, 0);
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var success : bool = true;
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var srcColorBits : vec4<u32>;
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var dstColorBits : vec4<u32> = vec4<u32>(dstColor);
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for(var i : u32 = 0u; (i < uniforms.channelCount); i = (i + 1u)) {
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srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
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success = (success && (srcColorBits[i] == dstColorBits[i]));
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}
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var outputIndex : u32 = ((GlobalInvocationID.y * u32(size.x)) + GlobalInvocationID.x);
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if (success) {
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output.result[outputIndex] = u32(1);
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} else {
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output.result[outputIndex] = u32(0);
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}
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}
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