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Instead of a ConstantBuffer. HLSL requires that each structure field in a UBO is 16 byte aligned. WGSL has much looser constraints with its UBO field alignment rules. Instead generate an array of uint4 vectors, and index into this, much like we index into [RW]ByteAddressBuffers for SSBOs. Extend the DecomposeStorageAccess transform to support uniforms too. This has been renamed to DecomposeMemoryAccess. Change-Id: I3868ff80af1ab3b3dddfbf5b969724cb87ef0744 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/55246 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com>
29 lines
657 B
HLSL
29 lines
657 B
HLSL
struct S {
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float f;
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uint u;
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float4 v;
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};
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void tint_symbol_5(RWByteAddressBuffer buffer, uint offset, S value) {
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buffer.Store((offset + 0u), asuint(value.f));
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buffer.Store((offset + 4u), asuint(value.u));
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buffer.Store4((offset + 128u), asuint(value.v));
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}
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RWByteAddressBuffer output : register(u0, space0);
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struct tint_symbol_1 {
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float f : TEXCOORD0;
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uint u : TEXCOORD1;
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float4 v : SV_Position;
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};
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void frag_main(tint_symbol_1 tint_symbol) {
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const S input = {tint_symbol.f, tint_symbol.u, tint_symbol.v};
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const float f = input.f;
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const uint u = input.u;
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const float4 v = input.v;
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tint_symbol_5(output, 0u, input);
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return;
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}
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