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Polyfill this for the SPIR-V, HLSL and GLSL backends by replacing bgra8unorm with rgba8unorm, and swizzling. Bug: tint:1804 Change-Id: I36638202840d7313001dff6c5b60dcb948988c34 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/117204 Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
35 lines
674 B
HLSL
35 lines
674 B
HLSL
RWTexture2DArray<float4> arg_0 : register(u0, space1);
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void textureNumLayers_1f858a() {
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int3 tint_tmp;
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arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
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uint res = tint_tmp.z;
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureNumLayers_1f858a();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureNumLayers_1f858a();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureNumLayers_1f858a();
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return;
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}
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