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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>
5 lines
493 B
WebGPU Shading Language
5 lines
493 B
WebGPU Shading Language
[[stage(compute), workgroup_size(1)]]
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fn main([[builtin(local_invocation_id)]] local_invocation_id : vec3<u32>, [[builtin(local_invocation_index)]] local_invocation_index : u32, [[builtin(global_invocation_id)]] global_invocation_id : vec3<u32>, [[builtin(workgroup_id)]] workgroup_id : vec3<u32>, [[builtin(num_workgroups)]] num_workgroups : vec3<u32>) {
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let foo : u32 = ((((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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