dawn-cmake/test/shader_io/shared_struct_storage_buffer.wgsl.expected.hlsl
Ben Clayton d47eb3a965 writer/hlsl: Generate padding for UBO padded structs
Combined with the new PadArrayElements transform, arrays with strides
are now correctly emitted.

Fixed: tint:182
Fixed: tint:895
Change-Id: I26a1be94dee6e4c9d9747c8317a932fc1fb3c810
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/54640
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: James Price <jrprice@google.com>
2021-06-16 09:50:11 +00:00

41 lines
944 B
HLSL

struct S {
/* 0x0000 */ float f;
/* 0x0004 */ uint u;
/* 0x0008 */ int tint_pad_0[30];
/* 0x0080 */ float4 v;
/* 0x0090 */ int tint_pad_1[28];
};
S make_S(float param_0,
uint param_1,
float4 param_2) {
S output;
output.f = param_0;
output.u = param_1;
output.v = param_2;
return output;
}
void tint_symbol_5(RWByteAddressBuffer buffer, uint offset, S value) {
buffer.Store((offset + 0u), asuint(value.f));
buffer.Store((offset + 4u), asuint(value.u));
buffer.Store4((offset + 128u), asuint(value.v));
}
RWByteAddressBuffer output : register(u0, space0);
struct tint_symbol_1 {
float f : TEXCOORD0;
uint u : TEXCOORD1;
float4 v : SV_Position;
};
void frag_main(tint_symbol_1 tint_symbol) {
const S input = make_S(tint_symbol.f, tint_symbol.u, tint_symbol.v);
const float f = input.f;
const uint u = input.u;
const float4 v = input.v;
tint_symbol_5(output, 0u, input);
return;
}