49 lines
1.7 KiB
WebGPU Shading Language
49 lines
1.7 KiB
WebGPU Shading Language
@group(0) @binding(0) var<uniform> first_step: array<vec4<u32>, 64>;
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@group(1) @binding(0) var<storage, read> name_len: array<u32, 256>;
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@group(1) @binding(1) var<storage, read> name_bytes: array<array<u32, 256>, 256>;
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@compute
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@workgroup_size(16, 16)
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// 处理第二步的两次 rc4 名称, 输入名字 bytes, 从第一步得到的 val
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// fn rc4_name(@location(0) workname_bytes: array<u32, 256>, @location(1) name_len: u32) -> @location(0) array<u32, 256> {
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// 输入计算着色器的 index, 从全局数据中取对应位置的数据
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fn rc4_name(@builtin(local_invocation_id) compute_pos: vec3<u32>) {
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// 计算线程的 index
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var index: u32 = compute_pos.x + compute_pos.y * 16u;
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// 从全局数据中取对应位置的数据
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var name_bytes: array<u32, 256> = name_bytes[index];
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var name_len: u32 = name_len[index];
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var val: array<u32, 256> = array<u32, 256>();
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// 把 first_step 的值复制到 val
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// first_step 内当成连续的内存即可
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for (var i: u32 = 0; i < 64; i = i + 1) {
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val[i * 4] = first_step[i].x;
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val[i * 4 + 1] = first_step[i].y;
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val[i * 4 + 2] = first_step[i].z;
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val[i * 4 + 3] = first_step[i].w;
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}
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// 上面的重复两次
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for (var n: u32 = 0; n < 2; n++) {
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var s: u32 = 0u;
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var k: u32 = 0u;
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for (var i: u32 = 0; i < 256; i = i + 1) {
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if (k != 0) {
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s = s + val[k - 1];
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}
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s = s + val[i];
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s = s % 256u;
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var tmp = val[i];
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val[i] = val[s];
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val[s] = tmp;
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if (k == name_len - 1) {
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k = 0u;
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} else {
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k++;
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}
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}
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}
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return;
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}
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