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D3D11 only supports HLSL SM5.0 which doesn't support `space` (binding group in WGSL). So for D3D11, only one binding group will be used, and tint will not emit `space` for HLSL, so shaders can be used with D3D11. Bug: dawn:1705 Change-Id: Ie0e9868137f10762c5243e188d76f5e41879c2bc Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/125080 Commit-Queue: Peng Huang <penghuang@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Ben Clayton <bclayton@google.com>
27 lines
493 B
HLSL
27 lines
493 B
HLSL
RWByteAddressBuffer sb_rw : register(u0);
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int sb_rwatomicAdd(uint offset, int value) {
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int original_value = 0;
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sb_rw.InterlockedAdd(offset, value, original_value);
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return original_value;
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}
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void atomicAdd_d32fe4() {
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int res = sb_rwatomicAdd(0u, 1);
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prevent_dce.Store(0u, asuint(res));
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}
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void fragment_main() {
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atomicAdd_d32fe4();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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atomicAdd_d32fe4();
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return;
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}
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