dawn-cmake/test/shader_io/shared_struct_storage_buffer.wgsl.expected.hlsl
Ben Clayton 883fb63e01 transform: Don't unroll arrays in DecomposeMemoryAccess
Arrays can be extremely large, and having the load and store functions unroll the elements can make the complier explode.

Fixed: chromium:1229233
Change-Id: Ieb5654254e16f5ce724a205d21d954ef9a0cd053
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/58382
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Ben Clayton <bclayton@chromium.org>
Reviewed-by: David Neto <dneto@google.com>
Auto-Submit: Ben Clayton <bclayton@google.com>
2021-07-16 19:47:44 +00:00

29 lines
657 B
HLSL

struct S {
float f;
uint u;
float4 v;
};
RWByteAddressBuffer output : register(u0, space0);
struct tint_symbol_1 {
float f : TEXCOORD0;
uint u : TEXCOORD1;
float4 v : SV_Position;
};
void tint_symbol_2(RWByteAddressBuffer buffer, uint offset, S value) {
buffer.Store((offset + 0u), asuint(value.f));
buffer.Store((offset + 4u), asuint(value.u));
buffer.Store4((offset + 128u), asuint(value.v));
}
void frag_main(tint_symbol_1 tint_symbol) {
const S input = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
const float f = input.f;
const uint u = input.u;
const float4 v = input.v;
tint_symbol_2(output, 0u, input);
return;
}