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39 lines
1023 B
WebGPU Shading Language
39 lines
1023 B
WebGPU Shading Language
// This snapshot tests accessing various containers, dereferencing pointers.
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[[block]]
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struct Bar {
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matrix: mat4x4<f32>;
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arr: [[stride(8)]] array<vec2<u32>, 2>;
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data: [[stride(4)]] array<i32>;
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};
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[[group(0), binding(0)]]
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var<storage> bar: [[access(read_write)]] Bar;
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[[stage(vertex)]]
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fn foo([[builtin(vertex_index)]] vi: u32) -> [[builtin(position)]] vec4<f32> {
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var foo: f32 = 0.0;
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// We should check that backed doesn't skip this expression
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let baz: f32 = foo;
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foo = 1.0;
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// test storage loads
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let matrix = bar.matrix;
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let arr = bar.arr;
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let index = 3u;
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let b = bar.matrix[index].x;
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let a = bar.data[arrayLength(&bar.data) - 2u];
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// test storage stores
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bar.matrix[1].z = 1.0;
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bar.matrix = mat4x4<f32>(vec4<f32>(0.0), vec4<f32>(1.0), vec4<f32>(2.0), vec4<f32>(3.0));
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bar.arr = array<vec2<u32>, 2>(vec2<u32>(0u), vec2<u32>(1u));
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// test array indexing
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var c = array<i32, 5>(a, i32(b), 3, 4, 5);
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c[vi + 1u] = 42;
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let value = c[vi];
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return matrix * vec4<f32>(vec4<i32>(value));
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}
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