import "glsl"; //TEST:SIMPLE(filecheck=CHECK): -target spirv -emit-spirv-directly -O0 // CHECK-DAG: %[[CONST:[A-Za-z0-9_]+]] = OpConstantComposite %v3int %int_1 %int_2 %int_3 // CHECK: OpBitcast %v3uint %[[CONST]] RWStructuredBuffer outputBuffer; [shader("compute")] [numthreads(1u, 2u, 3)] void compute() { const int x = gl_WorkGroupSize.x; outputBuffer[0] = x; }