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34 lines
995 B
WebGPU Shading Language
34 lines
995 B
WebGPU Shading Language
// Tests that the index, buffer, and texture bounds checks policies are
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// implemented separately.
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// Storage and Uniform storage classes
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struct InStorage {
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a: array<vec4<f32>, 10>
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}
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@group(0) @binding(0) var<storage> in_storage: InStorage;
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struct InUniform {
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a: array<vec4<f32>, 20>
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}
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@group(0) @binding(1) var<uniform> in_uniform: InUniform;
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// Textures automatically land in the `handle` storage class.
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@group(0) @binding(2) var image_2d_array: texture_2d_array<f32>;
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// None of the above.
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var<workgroup> in_workgroup: array<f32, 30>;
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var<private> in_private: array<f32, 40>;
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fn mock_function(c: vec2<i32>, i: i32, l: i32) -> vec4<f32> {
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var in_function: array<vec4<f32>, 2> =
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array<vec4<f32>, 2>(vec4<f32>(0.707, 0.0, 0.0, 1.0),
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vec4<f32>(0.0, 0.707, 0.0, 1.0));
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return (in_storage.a[i] +
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in_uniform.a[i] +
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textureLoad(image_2d_array, c, i, l) +
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in_workgroup[i] +
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in_private[i] +
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in_function[i]);
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}
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