//TEST:SIMPLE(filecheck=WGSL): -target wgsl //WGSL-DAG: @builtin(global_invocation_id) //WGSL-DAG: @compute [shader("compute")] void main_compute(uint3 dtid : SV_DispatchThreadID) { // Empty compute shader } //WGSL-DAG: @builtin(front_facing) //WGSL-DAG: @fragment [shader("fragment")] float4 main_fragment(bool isFront : SV_IsFrontFace) : SV_Target { return float4(1,1,1,1); } //WGSL-DAG: @builtin(vertex_index) //WGSL-DAG: @vertex [shader("vertex")] float4 main_vertex(uint vertexID : SV_VertexID) : SV_Position { return float4(1,1,1,1); }