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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>
16 lines
480 B
HLSL
16 lines
480 B
HLSL
cbuffer cbuffer_data : register(b0) {
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uint4 data[4];
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};
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float3x3 data_load_1(uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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return float3x3(asfloat(data[scalar_offset / 4].xyz), asfloat(data[scalar_offset_1 / 4].xyz), asfloat(data[scalar_offset_2 / 4].xyz));
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}
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void main() {
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const float3 x = mul(data_load_1(0u), asfloat(data[3].xyz));
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return;
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}
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