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Use this as part of the Spirv sanitizer. Cleans up buggy dynamic array indexing logic in the SPIR-V writer. Fixed: tint:824 Change-Id: Ia408e49bd808bc8dbf3a1897eb47f9b33b71fdfb Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/51780 Commit-Queue: Ben Clayton <bclayton@google.com> Commit-Queue: Antonio Maiorano <amaiorano@google.com> Auto-Submit: Ben Clayton <bclayton@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
26 lines
887 B
WebGPU Shading Language
26 lines
887 B
WebGPU Shading Language
struct Output {
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[[builtin(position)]] Position : vec4<f32>;
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[[location(0)]] color : vec4<f32>;
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};
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[[stage(vertex)]] fn main(
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[[builtin(vertex_index)]] VertexIndex : u32,
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[[builtin(instance_index)]] InstanceIndex : u32) -> Output {
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// TODO: remove workaround for Tint unary array access broke
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let zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(
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vec2<f32>(0.2, 0.2),
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vec2<f32>(0.3, 0.3),
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vec2<f32>(-0.1, -0.1),
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vec2<f32>(1.1, 1.1));
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let z : f32 = zv[InstanceIndex].x;
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var output : Output;
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output.Position = vec4<f32>(0.5, 0.5, z, 1.0);
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let colors : array<vec4<f32>, 4> = array<vec4<f32>, 4>(
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vec4<f32>(1.0, 0.0, 0.0, 1.0),
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vec4<f32>(0.0, 1.0, 0.0, 1.0),
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vec4<f32>(0.0, 0.0, 1.0, 1.0),
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vec4<f32>(1.0, 1.0, 1.0, 1.0)
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);
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output.color = colors[InstanceIndex];
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return output;
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}
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