mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-12-03 20:23:40 +00:00
0aa7681165
* glsl-out: Implement bounds checks for `ImageLoad` * Enable image bounds check snapshot tests for GLSL. In addition to the snapshot.rs changes, this entails adding an entry point function to `bounds-check-image-restrict.wgsl` and `bounds-check-image-rzsw.wgsl`, including appropriate data in the param.ron files. * Apply comments Snapshot test changes: Co-authored-by: Jim Blandy <jimb@red-bean.com>
105 lines
3.2 KiB
WebGPU Shading Language
105 lines
3.2 KiB
WebGPU Shading Language
@group(0) @binding(0)
|
|
var image_1d: texture_1d<f32>;
|
|
|
|
fn test_textureLoad_1d(coords: i32, level: i32) -> vec4<f32> {
|
|
return textureLoad(image_1d, coords, level);
|
|
}
|
|
|
|
@group(0) @binding(1)
|
|
var image_2d: texture_2d<f32>;
|
|
|
|
fn test_textureLoad_2d(coords: vec2<i32>, level: i32) -> vec4<f32> {
|
|
return textureLoad(image_2d, coords, level);
|
|
}
|
|
|
|
@group(0) @binding(2)
|
|
var image_2d_array: texture_2d_array<f32>;
|
|
|
|
fn test_textureLoad_2d_array(coords: vec2<i32>, index: i32, level: i32) -> vec4<f32> {
|
|
return textureLoad(image_2d_array, coords, index, level);
|
|
}
|
|
|
|
@group(0) @binding(3)
|
|
var image_3d: texture_3d<f32>;
|
|
|
|
fn test_textureLoad_3d(coords: vec3<i32>, level: i32) -> vec4<f32> {
|
|
return textureLoad(image_3d, coords, level);
|
|
}
|
|
|
|
@group(0) @binding(4)
|
|
var image_multisampled_2d: texture_multisampled_2d<f32>;
|
|
|
|
fn test_textureLoad_multisampled_2d(coords: vec2<i32>, _sample: i32) -> vec4<f32> {
|
|
return textureLoad(image_multisampled_2d, coords, _sample);
|
|
}
|
|
|
|
@group(0) @binding(5)
|
|
var image_depth_2d: texture_depth_2d;
|
|
|
|
fn test_textureLoad_depth_2d(coords: vec2<i32>, level: i32) -> f32 {
|
|
return textureLoad(image_depth_2d, coords, level);
|
|
}
|
|
|
|
@group(0) @binding(6)
|
|
var image_depth_2d_array: texture_depth_2d_array;
|
|
|
|
fn test_textureLoad_depth_2d_array(coords: vec2<i32>, index: i32, level: i32) -> f32 {
|
|
return textureLoad(image_depth_2d_array, coords, index, level);
|
|
}
|
|
|
|
@group(0) @binding(7)
|
|
var image_depth_multisampled_2d: texture_depth_multisampled_2d;
|
|
|
|
fn test_textureLoad_depth_multisampled_2d(coords: vec2<i32>, _sample: i32) -> f32 {
|
|
return textureLoad(image_depth_multisampled_2d, coords, _sample);
|
|
}
|
|
|
|
@group(0) @binding(8)
|
|
var image_storage_1d: texture_storage_1d<rgba8unorm, write>;
|
|
|
|
fn test_textureStore_1d(coords: i32, value: vec4<f32>) {
|
|
textureStore(image_storage_1d, coords, value);
|
|
}
|
|
|
|
@group(0) @binding(9)
|
|
var image_storage_2d: texture_storage_2d<rgba8unorm, write>;
|
|
|
|
fn test_textureStore_2d(coords: vec2<i32>, value: vec4<f32>) {
|
|
textureStore(image_storage_2d, coords, value);
|
|
}
|
|
|
|
@group(0) @binding(10)
|
|
var image_storage_2d_array: texture_storage_2d_array<rgba8unorm, write>;
|
|
|
|
fn test_textureStore_2d_array(coords: vec2<i32>, array_index: i32, value: vec4<f32>) {
|
|
textureStore(image_storage_2d_array, coords, array_index, value);
|
|
}
|
|
|
|
@group(0) @binding(11)
|
|
var image_storage_3d: texture_storage_3d<rgba8unorm, write>;
|
|
|
|
fn test_textureStore_3d(coords: vec3<i32>, value: vec4<f32>) {
|
|
textureStore(image_storage_3d, coords, value);
|
|
}
|
|
|
|
// GLSL output requires that we identify an entry point, so
|
|
// that it can tell what "in" and "out" globals to write.
|
|
@fragment
|
|
fn fragment_shader() -> @location(0) vec4<f32> {
|
|
test_textureLoad_1d(0, 0);
|
|
test_textureLoad_2d(vec2<i32>(), 0);
|
|
test_textureLoad_2d_array(vec2<i32>(), 0, 0);
|
|
test_textureLoad_3d(vec3<i32>(), 0);
|
|
test_textureLoad_multisampled_2d(vec2<i32>(), 0);
|
|
// Not yet implemented for GLSL:
|
|
// test_textureLoad_depth_2d(vec2<i32>(), 0);
|
|
// test_textureLoad_depth_2d_array(vec2<i32>(), 0, 0);
|
|
// test_textureLoad_depth_multisampled_2d(vec2<i32>(), 0);
|
|
test_textureStore_1d(0, vec4<f32>());
|
|
test_textureStore_2d(vec2<i32>(), vec4<f32>());
|
|
test_textureStore_2d_array(vec2<i32>(), 0, vec4<f32>());
|
|
test_textureStore_3d(vec3<i32>(), vec4<f32>());
|
|
|
|
return vec4<f32>(0.,0.,0.,0.);
|
|
}
|