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Add test for specialization constant workgroup size on HLSL.
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const uint _13 = 1u;
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const uint _15 = 1u;
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const uint3 gl_WorkGroupSize = uint3(_13, 10u, _15);
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RWByteAddressBuffer _10 : register(u0);
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void comp_main()
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{
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_10.Store3(0, gl_WorkGroupSize);
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}
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[numthreads(1, 10, 1)]
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void main()
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{
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comp_main();
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}
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12
shaders-hlsl/comp/specialization-constant-workgroup.comp
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12
shaders-hlsl/comp/specialization-constant-workgroup.comp
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#version 310 es
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layout(local_size_x_id = 3, local_size_y = 10, local_size_z_id = 20) in;
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layout(binding = 0) buffer SSBO
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{
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uvec3 wg_size;
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};
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void main()
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{
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wg_size = gl_WorkGroupSize;
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}
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