dawn-cmake/test/tint/bug/tint/1061.spvasm.expected.fxc.hlsl
Peng Huang c00ff7f3c7 [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>
2023-03-31 17:55:19 +00:00

44 lines
1014 B
HLSL

cbuffer cbuffer_x_7 : register(b0) {
uint4 x_7[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float f = 0.0f;
float4 v = float4(0.0f, 0.0f, 0.0f, 0.0f);
f = 1.0f;
const float x_33 = f;
const float x_35 = f;
const float x_37 = f;
const float x_39 = f;
v = float4(sin(x_33), cos(x_35), exp2(x_37), log(x_39));
const float4 x_42 = v;
const float4 x_44 = asfloat(x_7[0]);
if ((distance(x_42, x_44) < 0.10000000149011611938f)) {
x_GLF_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = (0.0f).xxxx;
}
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner() {
main_1();
const main_out tint_symbol_1 = {x_GLF_color};
return tint_symbol_1;
}
tint_symbol main() {
const main_out inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}