dawn-cmake/test/tint/expressions/binary/mul/vec3-mat4x3/f32.wgsl.expected.dxc.hlsl
Peng Huang c00ff7f3c7 [tint] do not emit space for binding group 0
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>
2023-03-31 17:55:19 +00:00

17 lines
573 B
HLSL

cbuffer cbuffer_data : register(b0) {
uint4 data[5];
};
float4x3 data_load_1(uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
const uint scalar_offset_3 = ((offset + 48u)) / 4;
return float4x3(asfloat(data[scalar_offset / 4].xyz), asfloat(data[scalar_offset_1 / 4].xyz), asfloat(data[scalar_offset_2 / 4].xyz), asfloat(data[scalar_offset_3 / 4].xyz));
}
void main() {
const float4 x = mul(data_load_1(0u), asfloat(data[4].xyz));
return;
}