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Attempting to paper over all the MSL standard library holes for packed_vector in the MSL writer added complexity to the writer, produced messy output, and didn't actually catch all the cases where casts were needed. Add a new PackedVec3 transform that applies the packed_vector -> vec casts in a smarter, more precise way. Fixed: tint:1534 Change-Id: I73ce7e5a62fbc9cb04e1093133070f5fb8965dce Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/107340 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Dan Sinclair <dsinclair@chromium.org> Commit-Queue: Ben Clayton <bclayton@chromium.org>
18 lines
237 B
WebGPU Shading Language
18 lines
237 B
WebGPU Shading Language
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struct g {
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a : vec3<u32>,
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}
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struct h {
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a : u32,
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}
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@group(0) @binding(0) var<uniform> i : g;
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@group(0) @binding(1) var<storage, read_write> j : h;
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@compute @workgroup_size(1) fn main() {
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let l = dot(i.a, i.a);
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j.a = i.a.x;
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}
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