dawn-cmake/test/tint/builtins/gen/literal/arrayLength/cdd123.wgsl.expected.fxc.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

38 lines
785 B
HLSL

RWByteAddressBuffer sb_rw : register(u0);
RWByteAddressBuffer prevent_dce : register(u0, space2);
void arrayLength_cdd123() {
uint tint_symbol_2 = 0u;
sb_rw.GetDimensions(tint_symbol_2);
const uint tint_symbol_3 = ((tint_symbol_2 - 0u) / 4u);
uint res = tint_symbol_3;
prevent_dce.Store(0u, asuint(res));
}
struct tint_symbol {
float4 value : SV_Position;
};
float4 vertex_main_inner() {
arrayLength_cdd123();
return (0.0f).xxxx;
}
tint_symbol vertex_main() {
const float4 inner_result = vertex_main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.value = inner_result;
return wrapper_result;
}
void fragment_main() {
arrayLength_cdd123();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
arrayLength_cdd123();
return;
}