dawn-cmake/test/tint/shader_io/shared_struct_storage_buffer.wgsl.expected.dxc.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

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;
}