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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>
24 lines
532 B
HLSL
24 lines
532 B
HLSL
RWByteAddressBuffer drawOut : register(u5);
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static uint cubeVerts = 0u;
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struct tint_symbol_1 {
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uint3 global_id : SV_DispatchThreadID;
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};
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uint drawOutatomicAdd(uint offset, uint value) {
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uint original_value = 0;
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drawOut.InterlockedAdd(offset, value, original_value);
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return original_value;
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}
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void computeMain_inner(uint3 global_id) {
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const uint firstVertex = drawOutatomicAdd(0u, cubeVerts);
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}
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[numthreads(1, 1, 1)]
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void computeMain(tint_symbol_1 tint_symbol) {
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computeMain_inner(tint_symbol.global_id);
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return;
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}
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