[tint] do not emit space for binding group 0

D3D11 only supports HLSL SM5.0 which doesn't support `space`
(binding group in WGSL). So for D3D11, only one binding group will be
used, and tint will not emit `space` for HLSL, so shaders can be used
with D3D11.

Bug: dawn:1705
Change-Id: Ie0e9868137f10762c5243e188d76f5e41879c2bc
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/125080
Commit-Queue: Peng Huang <penghuang@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Ben Clayton <bclayton@google.com>
This commit is contained in:
Peng Huang
2023-03-31 17:55:19 +00:00
committed by Dawn LUCI CQ
parent 70d8711973
commit c00ff7f3c7
1555 changed files with 2097 additions and 2083 deletions

View File

@@ -3,7 +3,7 @@ struct Inner {
float scalar_f32;
};
cbuffer cbuffer_ub : register(b0, space0) {
cbuffer cbuffer_ub : register(b0) {
uint4 ub[44];
};

View File

@@ -3,7 +3,7 @@ struct Inner {
float scalar_f32;
};
cbuffer cbuffer_ub : register(b0, space0) {
cbuffer cbuffer_ub : register(b0) {
uint4 ub[44];
};

View File

@@ -4,7 +4,7 @@ struct Inner {
float16_t scalar_f16;
};
cbuffer cbuffer_ub : register(b0, space0) {
cbuffer cbuffer_ub : register(b0) {
uint4 ub[55];
};

View File

@@ -6,7 +6,7 @@ struct Inner {
float16_t scalar_f16;
};
cbuffer cbuffer_ub : register(b0, space0) {
cbuffer cbuffer_ub : register(b0) {
uint4 ub[55];
};