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Instead of a ConstantBuffer. HLSL requires that each structure field in a UBO is 16 byte aligned. WGSL has much looser constraints with its UBO field alignment rules. Instead generate an array of uint4 vectors, and index into this, much like we index into [RW]ByteAddressBuffers for SSBOs. Extend the DecomposeStorageAccess transform to support uniforms too. This has been renamed to DecomposeMemoryAccess. Change-Id: I3868ff80af1ab3b3dddfbf5b969724cb87ef0744 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/55246 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com>
32 lines
815 B
HLSL
32 lines
815 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), 0);
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{
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uint i = 0u;
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while (true) {
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if (!((i < 1u))) {
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break;
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}
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result.Store((4u * (flatIndex + i)), asuint(texel.r));
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{
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i = (i + 1u);
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}
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}
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}
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return;
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}
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