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Instead of LoopStatements. Update the writers to handle these. Fixed: tint:952 Change-Id: Ibef66e133224810efc28c224d910b5e21f71f8d6 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/57203 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@google.com> Reviewed-by: James Price <jrprice@google.com>
25 lines
737 B
HLSL
25 lines
737 B
HLSL
cbuffer cbuffer_constants : register(b0, space0) {
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uint4 constants[1];
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};
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Texture2DArray<float4> myTexture : register(t1, space0);
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RWByteAddressBuffer result : register(u3, space0);
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struct tint_symbol_1 {
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uint3 GlobalInvocationID : SV_DispatchThreadID;
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};
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[numthreads(1, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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const uint3 GlobalInvocationID = tint_symbol.GlobalInvocationID;
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uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
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flatIndex = (flatIndex * 1u);
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float4 texel = myTexture.Load(int4(GlobalInvocationID.xy, 0, 0));
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{
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for(uint i = 0u; (i < 1u); i = (i + 1u)) {
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result.Store((4u * (flatIndex + i)), asuint(texel.r));
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}
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}
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return;
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}
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