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For HLSL, use the new NumWorkgroupsFromUniform transform, and expose the binding point to use for the generated uniform as a backend option. The MSL mapping is trivial, and it was already implemented for WGSL and SPIR-V. Bug: tint:752 Change-Id: I4bd37b5d26181629d72b152fe064a60caf8ecdc5 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/63962 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
13 lines
775 B
Plaintext
13 lines
775 B
Plaintext
#include <metal_stdlib>
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using namespace metal;
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void tint_symbol_inner(uint3 local_invocation_id, uint local_invocation_index, uint3 global_invocation_id, uint3 workgroup_id, uint3 num_workgroups) {
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uint const foo = ((((local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + workgroup_id.x) + num_workgroups.x);
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}
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kernel void tint_symbol(uint3 local_invocation_id [[thread_position_in_threadgroup]], uint local_invocation_index [[thread_index_in_threadgroup]], uint3 global_invocation_id [[thread_position_in_grid]], uint3 workgroup_id [[threadgroup_position_in_grid]], uint3 num_workgroups [[threadgroups_per_grid]]) {
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tint_symbol_inner(local_invocation_id, local_invocation_index, global_invocation_id, workgroup_id, num_workgroups);
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return;
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}
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