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For HLSL, use the new NumWorkgroupsFromUniform transform, and expose the binding point to use for the generated uniform as a backend option. The MSL mapping is trivial, and it was already implemented for WGSL and SPIR-V. Bug: tint:752 Change-Id: I4bd37b5d26181629d72b152fe064a60caf8ecdc5 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/63962 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
21 lines
815 B
HLSL
21 lines
815 B
HLSL
cbuffer cbuffer_tint_symbol_3 : register(b0, space0) {
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uint4 tint_symbol_3[1];
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};
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struct tint_symbol_1 {
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uint3 local_invocation_id : SV_GroupThreadID;
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uint local_invocation_index : SV_GroupIndex;
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uint3 global_invocation_id : SV_DispatchThreadID;
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uint3 workgroup_id : SV_GroupID;
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};
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void main_inner(uint3 local_invocation_id, uint local_invocation_index, uint3 global_invocation_id, uint3 workgroup_id, uint3 num_workgroups) {
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const uint foo = ((((local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + workgroup_id.x) + num_workgroups.x);
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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.local_invocation_id, tint_symbol.local_invocation_index, tint_symbol.global_invocation_id, tint_symbol.workgroup_id, tint_symbol_3[0].xyz);
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return;
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}
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