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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>
38 lines
785 B
HLSL
38 lines
785 B
HLSL
RWByteAddressBuffer sb_rw : register(u0);
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void arrayLength_cdd123() {
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uint tint_symbol_2 = 0u;
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sb_rw.GetDimensions(tint_symbol_2);
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const uint tint_symbol_3 = ((tint_symbol_2 - 0u) / 4u);
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uint res = tint_symbol_3;
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prevent_dce.Store(0u, asuint(res));
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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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arrayLength_cdd123();
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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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arrayLength_cdd123();
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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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arrayLength_cdd123();
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return;
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}
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