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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>
43 lines
676 B
HLSL
43 lines
676 B
HLSL
[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 v : register(u0);
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static uint i = 0u;
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int idx1() {
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i = (i + 1u);
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return 1;
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}
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int idx2() {
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i = (i + 2u);
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return 1;
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}
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int idx3() {
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i = (i + 3u);
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return 1;
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}
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void foo() {
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float a[4] = (float[4])0;
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{
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const int tint_symbol_save = idx1();
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a[tint_symbol_save] = (a[tint_symbol_save] * 2.0f);
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while (true) {
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const int tint_symbol_2 = idx2();
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if (!((a[tint_symbol_2] < 10.0f))) {
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break;
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}
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{
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}
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{
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const int tint_symbol_1_save = idx3();
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a[tint_symbol_1_save] = (a[tint_symbol_1_save] + 1.0f);
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}
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}
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}
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}
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