dawn-cmake/test/tint/shader_io/compute_input_builtins.wgsl.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

21 lines
807 B
HLSL

cbuffer cbuffer_tint_symbol_3 : register(b0) {
uint4 tint_symbol_3[1];
};
struct tint_symbol_1 {
uint3 local_invocation_id : SV_GroupThreadID;
uint local_invocation_index : SV_GroupIndex;
uint3 global_invocation_id : SV_DispatchThreadID;
uint3 workgroup_id : SV_GroupID;
};
void main_inner(uint3 local_invocation_id, uint local_invocation_index, uint3 global_invocation_id, uint3 workgroup_id, uint3 num_workgroups) {
const uint foo = ((((local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + workgroup_id.x) + num_workgroups.x);
}
[numthreads(1, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.local_invocation_id, tint_symbol.local_invocation_index, tint_symbol.global_invocation_id, tint_symbol.workgroup_id, tint_symbol_3[0].xyz);
return;
}