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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>
28 lines
744 B
HLSL
28 lines
744 B
HLSL
cbuffer cbuffer_constants : register(b0) {
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uint4 constants[1];
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};
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Texture2DArray<float4> myTexture : register(t1);
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RWByteAddressBuffer result : register(u3);
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struct tint_symbol_1 {
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uint3 GlobalInvocationID : SV_DispatchThreadID;
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};
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void main_inner(uint3 GlobalInvocationID) {
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uint flatIndex = (((4u * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
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flatIndex = (flatIndex * 1u);
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float4 texel = myTexture.Load(int4(int3(int2(GlobalInvocationID.xy), 0), 0));
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{
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for(uint i = 0u; (i < 1u); i = (i + 1u)) {
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result.Store((4u * (flatIndex + i)), asuint(texel.r));
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}
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}
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}
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[numthreads(1, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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main_inner(tint_symbol.GlobalInvocationID);
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return;
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}
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