| [[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_buffer, read_write> output : OutputBuf; | |
| [[group(0), binding(3)]] var<uniform> uniforms : Uniforms; | |
| //[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>; | |
| // Fp16 logic | |
| // Infinity and NaN won't happen in this test case. | |
| 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); | |
| } | |
| } |