xref: /aosp_15_r20/external/skia/tests/sksl/wgsl/TextureIntrinsics.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity);
2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code);
3*c8dee2aaSAndroid Build Coastguard Worker@group(1) @binding(0) var texRGBA: texture_storage_2d<rgba8unorm, write>;
4*c8dee2aaSAndroid Build Coastguard Worker@group(1) @binding(1) var texRed: texture_2d<f32>;
5*c8dee2aaSAndroid Build Coastguard Workerfn fill_texture_vTT(passedInTexRGBA: texture_storage_2d<rgba8unorm, write>, passedInTexRed: texture_2d<f32>) {
6*c8dee2aaSAndroid Build Coastguard Worker  {
7*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = vec2<u32>(0u);
8*c8dee2aaSAndroid Build Coastguard Worker    let red: vec4<f32> = textureLoad(passedInTexRed, _skTemp0, 0);
9*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = textureDimensions(passedInTexRGBA);
10*c8dee2aaSAndroid Build Coastguard Worker    let sizeX: u32 = _skTemp1.x;
11*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = textureDimensions(passedInTexRGBA);
12*c8dee2aaSAndroid Build Coastguard Worker    let sizeY: u32 = _skTemp2.y;
13*c8dee2aaSAndroid Build Coastguard Worker    var coords: vec2<u32>;
14*c8dee2aaSAndroid Build Coastguard Worker    {
15*c8dee2aaSAndroid Build Coastguard Worker      coords.y = 0u;
16*c8dee2aaSAndroid Build Coastguard Worker
17*c8dee2aaSAndroid Build Coastguard Worker      loop {
18*c8dee2aaSAndroid Build Coastguard Worker        if coords.y < sizeY {
19*c8dee2aaSAndroid Build Coastguard Worker          {
20*c8dee2aaSAndroid Build Coastguard Worker            {
21*c8dee2aaSAndroid Build Coastguard Worker              coords.x = 0u;
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker              loop {
24*c8dee2aaSAndroid Build Coastguard Worker                if coords.x < sizeX {
25*c8dee2aaSAndroid Build Coastguard Worker                  {
26*c8dee2aaSAndroid Build Coastguard Worker                    textureStore(passedInTexRGBA, coords, red);
27*c8dee2aaSAndroid Build Coastguard Worker                  }
28*c8dee2aaSAndroid Build Coastguard Worker                } else {
29*c8dee2aaSAndroid Build Coastguard Worker                  break;
30*c8dee2aaSAndroid Build Coastguard Worker                }
31*c8dee2aaSAndroid Build Coastguard Worker                continuing {
32*c8dee2aaSAndroid Build Coastguard Worker                  coords.x = coords.x + u32(1);
33*c8dee2aaSAndroid Build Coastguard Worker                }
34*c8dee2aaSAndroid Build Coastguard Worker              }
35*c8dee2aaSAndroid Build Coastguard Worker            }
36*c8dee2aaSAndroid Build Coastguard Worker          }
37*c8dee2aaSAndroid Build Coastguard Worker        } else {
38*c8dee2aaSAndroid Build Coastguard Worker          break;
39*c8dee2aaSAndroid Build Coastguard Worker        }
40*c8dee2aaSAndroid Build Coastguard Worker        continuing {
41*c8dee2aaSAndroid Build Coastguard Worker          coords.y = coords.y + u32(1);
42*c8dee2aaSAndroid Build Coastguard Worker        }
43*c8dee2aaSAndroid Build Coastguard Worker      }
44*c8dee2aaSAndroid Build Coastguard Worker    }
45*c8dee2aaSAndroid Build Coastguard Worker  }
46*c8dee2aaSAndroid Build Coastguard Worker}
47*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain() {
48*c8dee2aaSAndroid Build Coastguard Worker  {
49*c8dee2aaSAndroid Build Coastguard Worker    fill_texture_vTT(texRGBA, texRed);
50*c8dee2aaSAndroid Build Coastguard Worker  }
51*c8dee2aaSAndroid Build Coastguard Worker}
52*c8dee2aaSAndroid Build Coastguard Worker@compute @workgroup_size(1, 1, 1) fn main() {
53*c8dee2aaSAndroid Build Coastguard Worker  _skslMain();
54*c8dee2aaSAndroid Build Coastguard Worker}
55