dawn-cmake/test/bug/tint/757.wgsl.expected.hlsl
Ben Clayton d47eb3a965 writer/hlsl: Generate padding for UBO padded structs
Combined with the new PadArrayElements transform, arrays with strides
are now correctly emitted.

Fixed: tint:182
Fixed: tint:895
Change-Id: I26a1be94dee6e4c9d9747c8317a932fc1fb3c810
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/54640
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: James Price <jrprice@google.com>
2021-06-16 09:50:11 +00:00

34 lines
848 B
HLSL

struct Constants {
/* 0x0000 */ int level;
};
ConstantBuffer<Constants> constants : register(b0, space0);
Texture2DArray<float4> myTexture : register(t1, space0);
RWByteAddressBuffer result : register(u3, space0);
struct tint_symbol_1 {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
[numthreads(1, 1, 1)]
void main(tint_symbol_1 tint_symbol) {
const uint3 GlobalInvocationID = tint_symbol.GlobalInvocationID;
uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
flatIndex = (flatIndex * 1u);
float4 texel = myTexture.Load(int4(GlobalInvocationID.xy, 0, 0), 0);
{
uint i = 0u;
while (true) {
if (!((i < 1u))) {
break;
}
result.Store((4u * (flatIndex + i)), asuint(texel.r));
{
i = (i + 1u);
}
}
}
return;
}