mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-14 09:06:11 +00:00
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>
19 lines
689 B
HLSL
19 lines
689 B
HLSL
cbuffer cbuffer_data : register(b0) {
|
|
uint4 data[3];
|
|
};
|
|
|
|
float3x2 data_load(uint offset) {
|
|
const uint scalar_offset = ((offset + 0u)) / 4;
|
|
uint4 ubo_load = data[scalar_offset / 4];
|
|
const uint scalar_offset_1 = ((offset + 8u)) / 4;
|
|
uint4 ubo_load_1 = data[scalar_offset_1 / 4];
|
|
const uint scalar_offset_2 = ((offset + 16u)) / 4;
|
|
uint4 ubo_load_2 = data[scalar_offset_2 / 4];
|
|
return float3x2(asfloat(((scalar_offset & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_1 & 2) ? ubo_load_1.zw : ubo_load_1.xy)), asfloat(((scalar_offset_2 & 2) ? ubo_load_2.zw : ubo_load_2.xy)));
|
|
}
|
|
|
|
void main() {
|
|
const float2 x = mul(asfloat(data[2].xyz), data_load(0u));
|
|
return;
|
|
}
|