226d837d7e
HLSL just picked the variable name which did not work as expected for some users. Use the same logic as GLSL and set up declared_block_names, so the actual name can be queried later.
18 lines
289 B
Plaintext
18 lines
289 B
Plaintext
RWByteAddressBuffer _10 : register(u0);
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cbuffer SPIRV_Cross_NumWorkgroups : register(b0)
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{
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uint3 SPIRV_Cross_NumWorkgroups_1_count : packoffset(c0);
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};
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void comp_main()
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{
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_10.Store3(0, SPIRV_Cross_NumWorkgroups_1_count);
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}
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[numthreads(1, 1, 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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