dawn-cmake/test/tint/bug/tint/744.wgsl.expected.dxc.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

33 lines
964 B
HLSL

ByteAddressBuffer firstMatrix : register(t0);
ByteAddressBuffer secondMatrix : register(t1);
RWByteAddressBuffer resultMatrix : register(u2);
cbuffer cbuffer_uniforms : register(b3) {
uint4 uniforms[2];
};
struct tint_symbol_1 {
uint3 global_id : SV_DispatchThreadID;
};
void main_inner(uint3 global_id) {
const uint2 resultCell = uint2(global_id.y, global_id.x);
const uint dimInner = uniforms[0].y;
const uint dimOutter = uniforms[1].y;
uint result = 0u;
{
for(uint i = 0u; (i < dimInner); i = (i + 1u)) {
const uint a = (i + (resultCell.x * dimInner));
const uint b = (resultCell.y + (i * dimOutter));
result = (result + (firstMatrix.Load((4u * a)) * secondMatrix.Load((4u * b))));
}
}
const uint index = (resultCell.y + (resultCell.x * dimOutter));
resultMatrix.Store((4u * index), asuint(result));
}
[numthreads(2, 2, 1)]
void main(tint_symbol_1 tint_symbol) {
main_inner(tint_symbol.global_id);
return;
}