wgpu/tests/in/access.wgsl

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WebGPU Shading Language
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// This snapshot tests accessing various containers, dereferencing pointers.
[[block]]
struct Bar {
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matrix: mat4x4<f32>;
data: [[stride(4)]] array<i32>;
};
[[group(0), binding(0)]]
var<storage> bar: [[access(read_write)]] Bar;
[[stage(vertex)]]
fn foo([[builtin(vertex_index)]] vi: u32) -> [[builtin(position)]] vec4<f32> {
var foo: f32 = 0.0;
// We should check that backed doesn't skip this expression
let baz: f32 = foo;
foo = 1.0;
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let index = 3u;
let b = bar.matrix[index].x;
let a = bar.data[arrayLength(&bar.data) - 2u];
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var c = array<i32, 5>(a, i32(b), 3, 4, 5);
c[vi + 1u] = 42;
let value = c[vi];
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return vec4<f32>(vec4<i32>(value));
}