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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>
16 lines
369 B
HLSL
16 lines
369 B
HLSL
SKIP: FAILED
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[numthreads(1, 1, 1)]
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void unused_entry_point() {
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return;
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}
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RWByteAddressBuffer U : register(u0);
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void f() {
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U.Store<vector<float16_t, 3> >(0u, vector<float16_t, 3>(float16_t(1.0h), float16_t(2.0h), float16_t(3.0h)));
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U.Store<float16_t>(0u, float16_t(1.0h));
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U.Store<float16_t>(2u, float16_t(2.0h));
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U.Store<float16_t>(4u, float16_t(3.0h));
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}
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