dawn-cmake/test/tint/expressions/binary/mul/mat3x2-vec3/f32.wgsl.expected.fxc.hlsl
Peng Huang c00ff7f3c7 [tint] do not emit space for binding group 0
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>
2023-03-31 17:55:19 +00:00

19 lines
689 B
HLSL

cbuffer cbuffer_data : register(b0) {
uint4 data[3];
};
float3x2 data_load(uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
uint4 ubo_load = data[scalar_offset / 4];
const uint scalar_offset_1 = ((offset + 8u)) / 4;
uint4 ubo_load_1 = data[scalar_offset_1 / 4];
const uint scalar_offset_2 = ((offset + 16u)) / 4;
uint4 ubo_load_2 = data[scalar_offset_2 / 4];
return float3x2(asfloat(((scalar_offset & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_1 & 2) ? ubo_load_1.zw : ubo_load_1.xy)), asfloat(((scalar_offset_2 & 2) ? ubo_load_2.zw : ubo_load_2.xy)));
}
void main() {
const float2 x = mul(asfloat(data[2].xyz), data_load(0u));
return;
}