dawn-cmake/test/shader_io/compute_input_builtins_struct.wgsl.expected.msl
James Price 922fce7295 Implement and test num_workgroups for all backends
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>
2021-09-13 17:11:58 +00:00

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#include <metal_stdlib>
using namespace metal;
struct ComputeInputs {
uint3 local_invocation_id;
uint local_invocation_index;
uint3 global_invocation_id;
uint3 workgroup_id;
uint3 num_workgroups;
};
void tint_symbol_inner(ComputeInputs inputs) {
uint const foo = ((((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x) + inputs.num_workgroups.x);
}
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]]) {
ComputeInputs const tint_symbol_1 = {.local_invocation_id=local_invocation_id, .local_invocation_index=local_invocation_index, .global_invocation_id=global_invocation_id, .workgroup_id=workgroup_id, .num_workgroups=num_workgroups};
tint_symbol_inner(tint_symbol_1);
return;
}