dawn-cmake/test/tint/statements/increment/complex.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

60 lines
1.3 KiB
HLSL

[numthreads(1, 1, 1)]
void unused_entry_point() {
return;
}
RWByteAddressBuffer buffer : register(u0);
static uint v = 0u;
int idx1() {
v = (v + 1u);
return 1;
}
int idx2() {
v = (v + 1u);
return 2;
}
int idx3() {
v = (v + 1u);
return 3;
}
int idx4() {
v = (v + 1u);
return 4;
}
int idx5() {
v = (v + 1u);
return 0;
}
int idx6() {
v = (v + 1u);
return 2;
}
void main() {
{
const int tint_symbol_save = idx1();
const int tint_symbol_save_1 = idx2();
const int tint_symbol_1 = idx3();
buffer.Store((((64u * uint(tint_symbol_save)) + (16u * uint(tint_symbol_save_1))) + (4u * uint(tint_symbol_1))), asuint((asint(buffer.Load((((64u * uint(tint_symbol_save)) + (16u * uint(tint_symbol_save_1))) + (4u * uint(tint_symbol_1))))) + 1)));
while (true) {
if (!((v < 10u))) {
break;
}
{
}
{
const int tint_symbol_2_save = idx4();
const int tint_symbol_2_save_1 = idx5();
const int tint_symbol_3 = idx6();
buffer.Store((((64u * uint(tint_symbol_2_save)) + (16u * uint(tint_symbol_2_save_1))) + (4u * uint(tint_symbol_3))), asuint((asint(buffer.Load((((64u * uint(tint_symbol_2_save)) + (16u * uint(tint_symbol_2_save_1))) + (4u * uint(tint_symbol_3))))) + 1)));
}
}
}
}