vello/tests/shader/gen/clear.hlsl

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static const uint3 gl_WorkGroupSize = uint3(256u, 1u, 1u);
ByteAddressBuffer _19 : register(t0);
RWByteAddressBuffer _32 : register(u1);
static uint3 gl_GlobalInvocationID;
struct SPIRV_Cross_Input
{
uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};
void comp_main()
{
uint ix = gl_GlobalInvocationID.x;
if (ix < _19.Load(0))
{
_32.Store(ix * 4 + 0, _19.Load(4));
}
}
[numthreads(256, 1, 1)]
void main(SPIRV_Cross_Input stage_input)
{
gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
comp_main();
}