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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>
29 lines
963 B
HLSL
29 lines
963 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 ComputeInputs {
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uint3 local_invocation_id;
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uint local_invocation_index;
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uint3 global_invocation_id;
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uint3 workgroup_id;
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uint3 num_workgroups;
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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(ComputeInputs inputs) {
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const uint foo = ((((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x) + inputs.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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const ComputeInputs tint_symbol_5 = {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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main_inner(tint_symbol_5);
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return;
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}
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