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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>
24 lines
1.1 KiB
HLSL
24 lines
1.1 KiB
HLSL
SKIP: FAILED
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cbuffer cbuffer_data : register(b0) {
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uint4 data[2];
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};
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matrix<float16_t, 3, 2> data_load(uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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uint ubo_load = data[scalar_offset / 4][scalar_offset % 4];
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const uint scalar_offset_1 = ((offset + 4u)) / 4;
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uint ubo_load_1 = data[scalar_offset_1 / 4][scalar_offset_1 % 4];
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const uint scalar_offset_2 = ((offset + 8u)) / 4;
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uint ubo_load_2 = data[scalar_offset_2 / 4][scalar_offset_2 % 4];
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return matrix<float16_t, 3, 2>(vector<float16_t, 2>(float16_t(f16tof32(ubo_load & 0xFFFF)), float16_t(f16tof32(ubo_load >> 16))), vector<float16_t, 2>(float16_t(f16tof32(ubo_load_1 & 0xFFFF)), float16_t(f16tof32(ubo_load_1 >> 16))), vector<float16_t, 2>(float16_t(f16tof32(ubo_load_2 & 0xFFFF)), float16_t(f16tof32(ubo_load_2 >> 16))));
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}
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void main() {
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uint2 ubo_load_3 = data[1].xy;
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vector<float16_t, 2> ubo_load_3_xz = vector<float16_t, 2>(f16tof32(ubo_load_3 & 0xFFFF));
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float16_t ubo_load_3_y = f16tof32(ubo_load_3[0] >> 16);
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const vector<float16_t, 2> x = mul(vector<float16_t, 3>(ubo_load_3_xz[0], ubo_load_3_y, ubo_load_3_xz[1]), data_load(0u));
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return;
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}
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