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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>
23 lines
364 B
HLSL
23 lines
364 B
HLSL
RWByteAddressBuffer sb_rw : register(u0);
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void sb_rwatomicStore(uint offset, uint value) {
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uint ignored;
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sb_rw.InterlockedExchange(offset, value, ignored);
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}
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void atomicStore_cdc29e() {
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sb_rwatomicStore(0u, 1u);
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}
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void fragment_main() {
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atomicStore_cdc29e();
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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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atomicStore_cdc29e();
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return;
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}
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