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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
575 B
HLSL
22 lines
575 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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void v_store(uint offset, float4x4 value) {
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v.Store4((offset + 0u), asuint(value[0u]));
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v.Store4((offset + 16u), asuint(value[1u]));
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v.Store4((offset + 32u), asuint(value[2u]));
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v.Store4((offset + 48u), asuint(value[3u]));
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}
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float4x4 v_load(uint offset) {
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return float4x4(asfloat(v.Load4((offset + 0u))), asfloat(v.Load4((offset + 16u))), asfloat(v.Load4((offset + 32u))), asfloat(v.Load4((offset + 48u))));
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}
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void foo() {
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v_store(0u, (v_load(0u) * 2.0f));
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}
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