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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>
25 lines
405 B
HLSL
25 lines
405 B
HLSL
static bool tint_discarded = false;
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RWByteAddressBuffer non_uniform_global : register(u0);
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RWByteAddressBuffer output : register(u1);
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void foo() {
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if ((asint(non_uniform_global.Load(0u)) < 0)) {
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tint_discarded = true;
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}
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}
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void bar() {
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if (!(tint_discarded)) {
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output.Store(0u, asuint(ddx(1.0f)));
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}
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}
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void main() {
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foo();
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bar();
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if (tint_discarded) {
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discard;
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}
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return;
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}
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