mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-07-14 09:06:11 +00:00
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
498 B
HLSL
27 lines
498 B
HLSL
RWByteAddressBuffer sb_rw : register(u0);
|
|
|
|
uint sb_rwatomicMin(uint offset, uint value) {
|
|
uint original_value = 0;
|
|
sb_rw.InterlockedMin(offset, value, original_value);
|
|
return original_value;
|
|
}
|
|
|
|
|
|
RWByteAddressBuffer prevent_dce : register(u0, space2);
|
|
|
|
void atomicMin_c67a74() {
|
|
uint res = sb_rwatomicMin(0u, 1u);
|
|
prevent_dce.Store(0u, asuint(res));
|
|
}
|
|
|
|
void fragment_main() {
|
|
atomicMin_c67a74();
|
|
return;
|
|
}
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void compute_main() {
|
|
atomicMin_c67a74();
|
|
return;
|
|
}
|