66 lines
1.6 KiB
WebGPU Shading Language
66 lines
1.6 KiB
WebGPU Shading Language
struct Inner {
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scalar_i32 : i32,
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@align(16) @size(16)
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scalar_f32 : f32,
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}
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struct S {
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scalar_f32 : f32,
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scalar_i32 : i32,
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scalar_u32 : u32,
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vec2_f32 : vec2<f32>,
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vec2_i32 : vec2<i32>,
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vec2_u32 : vec2<u32>,
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vec3_f32 : vec3<f32>,
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vec3_i32 : vec3<i32>,
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vec3_u32 : vec3<u32>,
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vec4_f32 : vec4<f32>,
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vec4_i32 : vec4<i32>,
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vec4_u32 : vec4<u32>,
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mat2x2_f32 : mat2x2<f32>,
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mat2x3_f32 : mat2x3<f32>,
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mat2x4_f32 : mat2x4<f32>,
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mat3x2_f32 : mat3x2<f32>,
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mat3x3_f32 : mat3x3<f32>,
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mat3x4_f32 : mat3x4<f32>,
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mat4x2_f32 : mat4x2<f32>,
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mat4x3_f32 : mat4x3<f32>,
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mat4x4_f32 : mat4x4<f32>,
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@align(16)
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arr2_vec3_f32 : array<vec3<f32>, 2>,
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@align(16)
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struct_inner : Inner,
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@align(16)
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array_struct_inner : array<Inner, 4>,
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}
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@binding(0) @group(0) var<uniform> ub : S;
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@compute @workgroup_size(1)
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fn main() {
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let scalar_f32 = ub.scalar_f32;
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let scalar_i32 = ub.scalar_i32;
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let scalar_u32 = ub.scalar_u32;
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let vec2_f32 = ub.vec2_f32;
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let vec2_i32 = ub.vec2_i32;
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let vec2_u32 = ub.vec2_u32;
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let vec3_f32 = ub.vec3_f32;
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let vec3_i32 = ub.vec3_i32;
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let vec3_u32 = ub.vec3_u32;
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let vec4_f32 = ub.vec4_f32;
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let vec4_i32 = ub.vec4_i32;
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let vec4_u32 = ub.vec4_u32;
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let mat2x2_f32 = ub.mat2x2_f32;
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let mat2x3_f32 = ub.mat2x3_f32;
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let mat2x4_f32 = ub.mat2x4_f32;
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let mat3x2_f32 = ub.mat3x2_f32;
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let mat3x3_f32 = ub.mat3x3_f32;
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let mat3x4_f32 = ub.mat3x4_f32;
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let mat4x2_f32 = ub.mat4x2_f32;
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let mat4x3_f32 = ub.mat4x3_f32;
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let mat4x4_f32 = ub.mat4x4_f32;
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let arr2_vec3_f32 = ub.arr2_vec3_f32;
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let struct_inner = ub.struct_inner;
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let array_struct_inner = ub.array_struct_inner;
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}
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