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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>
21 lines
538 B
HLSL
21 lines
538 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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int4 tint_mod(int4 lhs, int rhs) {
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const int4 r = int4((rhs).xxxx);
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const int4 rhs_or_one = (((r == (0).xxxx) | ((lhs == (-2147483648).xxxx) & (r == (-1).xxxx))) ? (1).xxxx : r);
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if (any(((uint4((lhs | rhs_or_one)) & (2147483648u).xxxx) != (0u).xxxx))) {
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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.Store4(0u, asuint(tint_mod(asint(v.Load4(0u)), 2)));
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}
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