dawn-cmake/test/tint/statements/compound_assign/matrix/times-scalar.wgsl.expected.fxc.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

22 lines
575 B
HLSL

[numthreads(1, 1, 1)]
void unused_entry_point() {
return;
}
RWByteAddressBuffer v : register(u0);
void v_store(uint offset, float4x4 value) {
v.Store4((offset + 0u), asuint(value[0u]));
v.Store4((offset + 16u), asuint(value[1u]));
v.Store4((offset + 32u), asuint(value[2u]));
v.Store4((offset + 48u), asuint(value[3u]));
}
float4x4 v_load(uint offset) {
return float4x4(asfloat(v.Load4((offset + 0u))), asfloat(v.Load4((offset + 16u))), asfloat(v.Load4((offset + 32u))), asfloat(v.Load4((offset + 48u))));
}
void foo() {
v_store(0u, (v_load(0u) * 2.0f));
}