mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-05 06:03:34 +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>
33 lines
704 B
HLSL
33 lines
704 B
HLSL
struct S {
|
|
float f;
|
|
uint u;
|
|
float4 v;
|
|
};
|
|
|
|
RWByteAddressBuffer output : register(u0);
|
|
|
|
struct tint_symbol_1 {
|
|
float f : TEXCOORD0;
|
|
nointerpolation uint u : TEXCOORD1;
|
|
float4 v : SV_Position;
|
|
};
|
|
|
|
void output_store(uint offset, S value) {
|
|
output.Store((offset + 0u), asuint(value.f));
|
|
output.Store((offset + 4u), asuint(value.u));
|
|
output.Store4((offset + 128u), asuint(value.v));
|
|
}
|
|
|
|
void frag_main_inner(S input) {
|
|
const float f = input.f;
|
|
const uint u = input.u;
|
|
const float4 v = input.v;
|
|
output_store(0u, input);
|
|
}
|
|
|
|
void frag_main(tint_symbol_1 tint_symbol) {
|
|
const S tint_symbol_2 = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
|
|
frag_main_inner(tint_symbol_2);
|
|
return;
|
|
}
|