//TEST:SIMPLE(filecheck=WGSL): -stage vertex -entry main -target wgsl static const int cubeCount = 3; struct PerInstanceUniforms { float4x4 model; float4x4 normalModel; }; // WGSL: @binding(0) @group(0) var perInstance_0 : array; [[vk::binding(0, 0)]] ConstantBuffer perInstance[cubeCount] : register(b0, space0); struct VertexInput { float4 position : POSITION0; }; float4 main(VertexInput input) { // Only here to ensure that perInstance is not ignored. float4 pos = mul(input.position, perInstance[0].model); return pos; }