mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-06-03 05:01:27 +00:00
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>
17 lines
573 B
HLSL
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;
|
|
}
|