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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>
16 lines
387 B
HLSL
16 lines
387 B
HLSL
bug/tint/1474-b.wgsl:7:5 warning: code is unreachable
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let non_uniform_cond = non_uniform_value == 0;
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^^^^^^^^^^^^^^^^^^^^
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RWByteAddressBuffer non_uniform_value : register(u0);
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[numthreads(1, 1, 1)]
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void main() {
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return;
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const bool non_uniform_cond = (asint(non_uniform_value.Load(0u)) == 0);
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if (non_uniform_cond) {
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GroupMemoryBarrierWithGroupSync();
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}
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return;
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}
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