dawn-cmake/test/tint/statements/compound_assign/vector/modulo-scalar.wgsl.expected.dxc.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

21 lines
538 B
HLSL

[numthreads(1, 1, 1)]
void unused_entry_point() {
return;
}
RWByteAddressBuffer v : register(u0);
int4 tint_mod(int4 lhs, int rhs) {
const int4 r = int4((rhs).xxxx);
const int4 rhs_or_one = (((r == (0).xxxx) | ((lhs == (-2147483648).xxxx) & (r == (-1).xxxx))) ? (1).xxxx : r);
if (any(((uint4((lhs | rhs_or_one)) & (2147483648u).xxxx) != (0u).xxxx))) {
return (lhs - ((lhs / rhs_or_one) * rhs_or_one));
} else {
return (lhs % rhs_or_one);
}
}
void foo() {
v.Store4(0u, asuint(tint_mod(asint(v.Load4(0u)), 2)));
}