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109 lines
5.0 KiB
WebGPU Shading Language
109 lines
5.0 KiB
WebGPU Shading Language
struct UniformIndex {
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index: u32
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};
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@group(0) @binding(0)
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var texture_array_unbounded: binding_array<texture_2d<f32>>;
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@group(0) @binding(1)
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var texture_array_bounded: binding_array<texture_2d<f32>, 5>;
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@group(0) @binding(2)
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var texture_array_2darray: binding_array<texture_2d_array<f32>, 5>;
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@group(0) @binding(3)
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var texture_array_multisampled: binding_array<texture_multisampled_2d<f32>, 5>;
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@group(0) @binding(4)
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var texture_array_depth: binding_array<texture_depth_2d, 5>;
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@group(0) @binding(5)
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var texture_array_storage: binding_array<texture_storage_2d<rgba32float, write>, 5>;
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@group(0) @binding(6)
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var samp: binding_array<sampler, 5>;
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@group(0) @binding(7)
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var samp_comp: binding_array<sampler_comparison, 5>;
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@group(0) @binding(8)
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var<uniform> uni: UniformIndex;
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struct FragmentIn {
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@location(0) index: u32,
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};
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@fragment
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fn main(fragment_in: FragmentIn) -> @location(0) vec4<f32> {
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let uniform_index = uni.index;
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let non_uniform_index = fragment_in.index;
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var i1 = 0;
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var i2 = vec2<i32>(0);
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var v1 = 0.0;
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var v4 = vec4<f32>(0.0);
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// This example is arranged in the order of the texture definitions in the wgsl spec
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//
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// The first function uses texture_array_unbounded, the rest use texture_array_bounded to make sure
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// they both show up in the output. Functions that need depth use texture_array_2darray.
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//
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// We only test 2D f32 textures here as the machinery for binding indexing doesn't care about
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// texture format or texture dimension.
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let uv = vec2<f32>(0.0);
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let pix = vec2<i32>(0);
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i2 += textureDimensions(texture_array_unbounded[0]);
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i2 += textureDimensions(texture_array_unbounded[uniform_index]);
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i2 += textureDimensions(texture_array_unbounded[non_uniform_index]);
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v4 += textureGather(0, texture_array_bounded[0], samp[0], uv);
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v4 += textureGather(0, texture_array_bounded[uniform_index], samp[uniform_index], uv);
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v4 += textureGather(0, texture_array_bounded[non_uniform_index], samp[non_uniform_index], uv);
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v4 += textureGatherCompare(texture_array_depth[0], samp_comp[0], uv, 0.0);
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v4 += textureGatherCompare(texture_array_depth[uniform_index], samp_comp[uniform_index], uv, 0.0);
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v4 += textureGatherCompare(texture_array_depth[non_uniform_index], samp_comp[non_uniform_index], uv, 0.0);
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v4 += textureLoad(texture_array_unbounded[0], pix, 0);
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v4 += textureLoad(texture_array_unbounded[uniform_index], pix, 0);
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v4 += textureLoad(texture_array_unbounded[non_uniform_index], pix, 0);
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i1 += textureNumLayers(texture_array_2darray[0]);
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i1 += textureNumLayers(texture_array_2darray[uniform_index]);
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i1 += textureNumLayers(texture_array_2darray[non_uniform_index]);
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i1 += textureNumLevels(texture_array_bounded[0]);
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i1 += textureNumLevels(texture_array_bounded[uniform_index]);
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i1 += textureNumLevels(texture_array_bounded[non_uniform_index]);
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i1 += textureNumSamples(texture_array_multisampled[0]);
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i1 += textureNumSamples(texture_array_multisampled[uniform_index]);
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i1 += textureNumSamples(texture_array_multisampled[non_uniform_index]);
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v4 += textureSample(texture_array_bounded[0], samp[0], uv);
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v4 += textureSample(texture_array_bounded[uniform_index], samp[uniform_index], uv);
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v4 += textureSample(texture_array_bounded[non_uniform_index], samp[non_uniform_index], uv);
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v4 += textureSampleBias(texture_array_bounded[0], samp[0], uv, 0.0);
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v4 += textureSampleBias(texture_array_bounded[uniform_index], samp[uniform_index], uv, 0.0);
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v4 += textureSampleBias(texture_array_bounded[non_uniform_index], samp[non_uniform_index], uv, 0.0);
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v1 += textureSampleCompare(texture_array_depth[0], samp_comp[0], uv, 0.0);
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v1 += textureSampleCompare(texture_array_depth[uniform_index], samp_comp[uniform_index], uv, 0.0);
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v1 += textureSampleCompare(texture_array_depth[non_uniform_index], samp_comp[non_uniform_index], uv, 0.0);
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v1 += textureSampleCompareLevel(texture_array_depth[0], samp_comp[0], uv, 0.0);
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v1 += textureSampleCompareLevel(texture_array_depth[uniform_index], samp_comp[uniform_index], uv, 0.0);
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v1 += textureSampleCompareLevel(texture_array_depth[non_uniform_index], samp_comp[non_uniform_index], uv, 0.0);
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v4 += textureSampleGrad(texture_array_bounded[0], samp[0], uv, uv, uv);
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v4 += textureSampleGrad(texture_array_bounded[uniform_index], samp[uniform_index], uv, uv, uv);
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v4 += textureSampleGrad(texture_array_bounded[non_uniform_index], samp[non_uniform_index], uv, uv, uv);
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v4 += textureSampleLevel(texture_array_bounded[0], samp[0], uv, 0.0);
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v4 += textureSampleLevel(texture_array_bounded[uniform_index], samp[uniform_index], uv, 0.0);
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v4 += textureSampleLevel(texture_array_bounded[non_uniform_index], samp[non_uniform_index], uv, 0.0);
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textureStore(texture_array_storage[0], pix, v4);
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textureStore(texture_array_storage[uniform_index], pix, v4);
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textureStore(texture_array_storage[non_uniform_index], pix, v4);
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let v2 = vec2<f32>(i2 + vec2<i32>(i1));
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return v4 + vec4<f32>(v2.x, v2.y, v2.x, v2.y) + v1;
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}
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