mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-08-06 12:15:43 +00:00
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>
15 lines
355 B
HLSL
15 lines
355 B
HLSL
Texture2D<uint4> Src : register(t0);
|
|
RWTexture2D<uint4> Dst : register(u1);
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void main() {
|
|
uint4 srcValue = uint4(0u, 0u, 0u, 0u);
|
|
const uint4 x_22 = Src.Load(int3(0, 0, 0));
|
|
srcValue = x_22;
|
|
const uint x_24 = srcValue.x;
|
|
const uint x_25 = (x_24 + 1u);
|
|
const uint4 x_27 = srcValue;
|
|
Dst[(0).xx] = x_27.xxxx;
|
|
return;
|
|
}
|