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Other shader types don't need this. Also fix code style of member var. Bug: tint:1360 Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
20 lines
407 B
GLSL
20 lines
407 B
GLSL
#version 310 es
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struct DrawIndirectArgs {
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uint vertexCount;
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};
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layout(binding = 5, std430) buffer DrawIndirectArgs_1 {
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uint vertexCount;
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} drawOut;
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uint cubeVerts = 0u;
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void computeMain(uvec3 global_id) {
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uint firstVertex = atomicAdd(drawOut.vertexCount, cubeVerts);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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computeMain(gl_GlobalInvocationID);
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return;
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}
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