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WGSL does not support pointer-to-vector-component, so the SPIR-V reader needs to sink these pointers into their use. Bug: tint:491 Change-Id: Ib5ae87d2f6bbac13280314ba11369d7ced505b56 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/68241 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com>
20 lines
483 B
WebGPU Shading Language
20 lines
483 B
WebGPU Shading Language
[[group(0), binding(0)]] var Src : texture_2d<u32>;
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[[group(0), binding(1)]] var Dst : texture_storage_2d<r32uint, write>;
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fn main_1() {
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var srcValue : vec4<u32>;
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let x_18 : vec4<u32> = textureLoad(Src, vec2<i32>(0, 0), 0);
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srcValue = x_18;
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let x_22 : u32 = srcValue.x;
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srcValue.x = (x_22 + bitcast<u32>(1));
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let x_27 : vec4<u32> = srcValue;
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textureStore(Dst, vec2<i32>(0, 0), x_27);
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return;
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}
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[[stage(compute), workgroup_size(1, 1, 1)]]
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fn main() {
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main_1();
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}
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