mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-08-05 11:45:54 +00:00
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>
18 lines
420 B
HLSL
18 lines
420 B
HLSL
RWByteAddressBuffer ssbo : register(u0);
|
|
|
|
float2x2 ssbo_load(uint offset) {
|
|
return float2x2(asfloat(ssbo.Load2((offset + 0u))), asfloat(ssbo.Load2((offset + 8u))));
|
|
}
|
|
|
|
void ssbo_store(uint offset, float2x2 value) {
|
|
ssbo.Store2((offset + 0u), asuint(value[0u]));
|
|
ssbo.Store2((offset + 8u), asuint(value[1u]));
|
|
}
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void f() {
|
|
const float2x2 v = ssbo_load(0u);
|
|
ssbo_store(0u, v);
|
|
return;
|
|
}
|