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Polyfill this for the SPIR-V, HLSL and GLSL backends by replacing bgra8unorm with rgba8unorm, and swizzling. Bug: tint:1804 Change-Id: I36638202840d7313001dff6c5b60dcb948988c34 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/117204 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
45 lines
1.4 KiB
WebGPU Shading Language
45 lines
1.4 KiB
WebGPU Shading Language
// Copyright 2023 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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////////////////////////////////////////////////////////////////////////////////
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// File generated by tools/src/cmd/gen
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// using the template:
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// test/tint/builtins/gen/gen.wgsl.tmpl
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//
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// Do not modify this file directly
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////////////////////////////////////////////////////////////////////////////////
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@group(1) @binding(0) var arg_0: texture_storage_2d_array<bgra8unorm, write>;
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// fn textureNumLayers(texture: texture_storage_2d_array<bgra8unorm, write>) -> u32
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fn textureNumLayers_1f858a() {
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var res: u32 = textureNumLayers(arg_0);
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}
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@vertex
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fn vertex_main() -> @builtin(position) vec4<f32> {
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textureNumLayers_1f858a();
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return vec4<f32>();
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}
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@fragment
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fn fragment_main() {
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textureNumLayers_1f858a();
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}
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@compute @workgroup_size(1)
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fn compute_main() {
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textureNumLayers_1f858a();
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}
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