| [[block]] struct Uniforms { |
| dstTextureFlipY : u32; |
| channelCount : u32; |
| srcCopyOrigin : vec2<u32>; |
| dstCopyOrigin : vec2<u32>; |
| copySize : vec2<u32>; |
| }; |
| [[block]] struct OutputBuf { |
| result : 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 aboutEqual(value : f32, expect : f32) -> bool { |
| // The value diff should be smaller than the hard coded tolerance. |
| return abs(value - expect) < 0.001; |
| } |
| [[stage(compute), workgroup_size(1, 1, 1)]] |
| fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) { |
| let srcSize : vec2<i32> = textureDimensions(src); |
| let dstSize : vec2<i32> = textureDimensions(dst); |
| let dstTexCoord : vec2<u32> = vec2<u32>(GlobalInvocationID.xy); |
| let nonCoveredColor : vec4<f32> = |
| vec4<f32>(0.0, 1.0, 0.0, 1.0); // should be green |
| |
| var success : bool = true; |
| if (dstTexCoord.x < uniforms.dstCopyOrigin.x || |
| dstTexCoord.y < uniforms.dstCopyOrigin.y || |
| dstTexCoord.x >= uniforms.dstCopyOrigin.x + uniforms.copySize.x || |
| dstTexCoord.y >= uniforms.dstCopyOrigin.y + uniforms.copySize.y) { |
| success = success && |
| all(textureLoad(dst, vec2<i32>(dstTexCoord), 0) == nonCoveredColor); |
| } else { |
| // Calculate source texture coord. |
| var srcTexCoord : vec2<u32> = dstTexCoord - uniforms.dstCopyOrigin + |
| uniforms.srcCopyOrigin; |
| // Note that |flipY| equals flip src texture firstly and then do copy from src |
| // subrect to dst subrect. This helps on blink part to handle some input texture |
| // which is flipped and need to unpack flip during the copy. |
| // We need to calculate the expect y coord based on this rule. |
| if (uniforms.dstTextureFlipY == 1u) { |
| srcTexCoord.y = u32(srcSize.y) - srcTexCoord.y - 1u; |
| } |
| |
| let srcColor : vec4<f32> = textureLoad(src, vec2<i32>(srcTexCoord), 0); |
| let dstColor : vec4<f32> = textureLoad(dst, vec2<i32>(dstTexCoord), 0); |
| |
| // Not use loop and variable index format to workaround |
| // crbug.com/tint/638. |
| if (uniforms.channelCount == 2u) { // All have rg components. |
| success = success && |
| aboutEqual(dstColor.r, srcColor.r) && |
| aboutEqual(dstColor.g, srcColor.g); |
| } else { |
| success = success && |
| aboutEqual(dstColor.r, srcColor.r) && |
| aboutEqual(dstColor.g, srcColor.g) && |
| aboutEqual(dstColor.b, srcColor.b) && |
| aboutEqual(dstColor.a, srcColor.a); |
| } |
| } |
| let outputIndex : u32 = GlobalInvocationID.y * u32(dstSize.x) + |
| GlobalInvocationID.x; |
| if (success) { |
| output.result[outputIndex] = 1u; |
| } else { |
| output.result[outputIndex] = 0u; |
| } |
| } |