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-rw-r--r--tests/manual/rhi/float16texture_with_compute/load.comp19
1 files changed, 19 insertions, 0 deletions
diff --git a/tests/manual/rhi/float16texture_with_compute/load.comp b/tests/manual/rhi/float16texture_with_compute/load.comp
new file mode 100644
index 0000000000..eb7bc1ece4
--- /dev/null
+++ b/tests/manual/rhi/float16texture_with_compute/load.comp
@@ -0,0 +1,19 @@
+#version 440
+
+layout(local_size_x = 16, local_size_y = 16) in;
+layout(rgba8, binding = 1) readonly uniform image2D inputImage;
+layout(rgba16f, binding = 2) writeonly uniform image2D outputImage;
+
+// There is no equivalent of gl_NumWorkGroups in HLSL. So instead pass the
+// values in in a uniform buffer.
+layout(std140, binding = 0) uniform numWorkGroupsBuf {
+ uvec3 numWorkGroups;
+};
+
+void main()
+{
+ if (gl_GlobalInvocationID.x >= numWorkGroups.x || gl_GlobalInvocationID.y >= numWorkGroups.y)
+ return;
+ vec4 value = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy));
+ imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), value);
+}