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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>
26 lines
561 B
HLSL
26 lines
561 B
HLSL
void set_float3(inout float3 vec, int idx, float val) {
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vec = (idx.xxx == int3(0, 1, 2)) ? val.xxx : vec;
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}
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float3 Bad(uint index, float3 rd) {
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float3 normal = (0.0f).xxx;
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set_float3(normal, index, -(float(sign(rd[index]))));
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return normalize(normal);
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}
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RWByteAddressBuffer io : register(u0);
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struct tint_symbol_1 {
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uint idx : SV_GroupIndex;
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};
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void main_inner(uint idx) {
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io.Store3(0u, asuint(Bad(io.Load(12u), asfloat(io.Load3(0u)))));
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}
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[numthreads(1, 1, 1)]
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void main(tint_symbol_1 tint_symbol) {
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main_inner(tint_symbol.idx);
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return;
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}
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