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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>
22 lines
342 B
HLSL
22 lines
342 B
HLSL
cbuffer cbuffer_ubo : register(b0) {
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uint4 ubo[1];
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};
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struct S {
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int data[64];
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};
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RWByteAddressBuffer result : register(u1);
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[numthreads(1, 1, 1)]
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void f() {
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S s = (S)0;
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{
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int tint_symbol_2[64] = s.data;
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tint_symbol_2[asint(ubo[0].x)] = 1;
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s.data = tint_symbol_2;
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}
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result.Store(0u, asuint(s.data[3]));
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return;
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}
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