c00ff7f3c7
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> |
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mat2x4-mat4x2 | ||
mat3x2-vec3 | ||
mat3x3-mat3x3 | ||
mat3x3-vec3 | ||
mat4x2-mat2x4 | ||
scalar-scalar | ||
scalar-vec3 | ||
vec3-mat3x3 | ||
vec3-mat4x3 | ||
vec3-scalar | ||
vec3-vec3 |