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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>
20 lines
461 B
HLSL
20 lines
461 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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int tint_mod(int lhs, int rhs) {
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const int rhs_or_one = (((rhs == 0) | ((lhs == -2147483648) & (rhs == -1))) ? 1 : rhs);
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if (any(((uint((lhs | rhs_or_one)) & 2147483648u) != 0u))) {
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return (lhs - ((lhs / rhs_or_one) * rhs_or_one));
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} else {
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return (lhs % rhs_or_one);
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}
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}
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void foo() {
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v.Store(0u, asuint(tint_mod(asint(v.Load(0u)), 2)));
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}
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