| |
| [[block]] struct Constants { |
| level : i32; |
| }; |
| |
| [[group(0), binding(0)]] var<uniform> constants : Constants; |
| [[group(0), binding(1)]] var myTexture : texture_2d_array<f32>; |
| |
| [[block]] struct Result { |
| values : [[stride(4)]] array<f32>; |
| }; |
| [[group(0), binding(3)]] var<storage, read_write> result : Result; |
| |
| [[stage(compute), workgroup_size(1)]] |
| fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) { |
| var flatIndex : u32 = |
| 2u * 2u * GlobalInvocationID.z + |
| 2u * GlobalInvocationID.y + |
| GlobalInvocationID.x; |
| flatIndex = flatIndex * 1u; |
| var texel : vec4<f32> = textureLoad(myTexture, vec2<i32>(GlobalInvocationID.xy), 0, 0); |
| |
| for (var i : u32 = 0u; i < 1u; i = i + 1u) { |
| result.values[flatIndex + i] = texel.r; |
| } |
| } |