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For HLSL, use the new NumWorkgroupsFromUniform transform, and expose the binding point to use for the generated uniform as a backend option. The MSL mapping is trivial, and it was already implemented for WGSL and SPIR-V. Bug: tint:752 Change-Id: I4bd37b5d26181629d72b152fe064a60caf8ecdc5 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/63962 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
18 lines
599 B
WebGPU Shading Language
18 lines
599 B
WebGPU Shading Language
struct ComputeInputs {
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[[builtin(local_invocation_id)]]
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local_invocation_id : vec3<u32>;
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[[builtin(local_invocation_index)]]
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local_invocation_index : u32;
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[[builtin(global_invocation_id)]]
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global_invocation_id : vec3<u32>;
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[[builtin(workgroup_id)]]
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workgroup_id : vec3<u32>;
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[[builtin(num_workgroups)]]
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num_workgroups : vec3<u32>;
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};
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[[stage(compute), workgroup_size(1)]]
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fn main(inputs : ComputeInputs) {
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let foo : u32 = ((((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x) + inputs.num_workgroups.x);
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}
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