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wgsl: Replace [[decoration]] with @decoration
Deprecate the old syntax. Migrate everything to the new syntax. Bug: tint:1382 Change-Id: Ide12b2e927b17dc93b9714c7049090864cc568d3 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77260 Reviewed-by: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Commit-Queue: David Neto <dneto@google.com>
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Tint LUCI CQ
parent
8f1d5224ee
commit
01e4b6fc18
@@ -1,19 +1,19 @@
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struct VertexInputs0 {
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[[builtin(vertex_index)]] vertex_index : u32;
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[[location(0)]] loc0 : i32;
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@builtin(vertex_index) vertex_index : u32;
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@location(0) loc0 : i32;
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};
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struct VertexInputs1 {
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[[location(2)]] loc1 : u32;
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[[location(3)]] loc3 : vec4<f32>;
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@location(2) loc1 : u32;
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@location(3) loc3 : vec4<f32>;
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};
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[[stage(vertex)]]
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@stage(vertex)
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fn main(
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inputs0 : VertexInputs0,
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[[location(1)]] loc1 : u32,
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[[builtin(instance_index)]] instance_index : u32,
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@location(1) loc1 : u32,
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@builtin(instance_index) instance_index : u32,
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inputs1 : VertexInputs1,
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) -> [[builtin(position)]] vec4<f32> {
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) -> @builtin(position) vec4<f32> {
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let foo : u32 = inputs0.vertex_index + instance_index;
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return vec4<f32>();
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}
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@@ -1,19 +1,19 @@
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struct VertexInputs0 {
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[[builtin(vertex_index)]]
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@builtin(vertex_index)
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vertex_index : u32;
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[[location(0)]]
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@location(0)
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loc0 : i32;
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}
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struct VertexInputs1 {
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[[location(2)]]
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@location(2)
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loc1 : u32;
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[[location(3)]]
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@location(3)
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loc3 : vec4<f32>;
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}
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[[stage(vertex)]]
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fn main(inputs0 : VertexInputs0, [[location(1)]] loc1 : u32, [[builtin(instance_index)]] instance_index : u32, inputs1 : VertexInputs1) -> [[builtin(position)]] vec4<f32> {
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@stage(vertex)
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fn main(inputs0 : VertexInputs0, @location(1) loc1 : u32, @builtin(instance_index) instance_index : u32, inputs1 : VertexInputs1) -> @builtin(position) vec4<f32> {
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let foo : u32 = (inputs0.vertex_index + instance_index);
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return vec4<f32>();
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}
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@@ -1,6 +1,6 @@
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// /fallthroUgh]
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fn marg8uintin() {
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_ = (0 );
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_ = (0 );
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_ = isNormal(4.);
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_ = (vec4<f32>( 2.));
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@@ -37,36 +37,36 @@ struct Dbg {
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};
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struct F32s {
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values : [[stride(4)]] array<f32>;
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values : @stride(4) array<f32>;
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};
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struct U32s {
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values : [[stride(4)]] array<u32>;
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values : @stride(4) array<u32>;
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};
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struct I32s {
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values : [[stride(4)]] array<i32>;
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values : @stride(4) array<i32>;
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};
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struct AU32s {
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values : [[stride(4)]] array<atomic<u32>>;
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values : @stride(4) array<atomic<u32>>;
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};
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struct AI32s {
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values : [[stride(4)]] array<atomic<i32>>;
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values : @stride(4) array<atomic<i32>>;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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[[binding(10), group(0)]] var<storage, read_write> indices : U32s;
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@binding(10) @group(0) var<storage, read_write> indices : U32s;
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[[binding(11), group(0)]] var<storage, read_write> positions : F32s;
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@binding(11) @group(0) var<storage, read_write> positions : F32s;
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[[binding(20), group(0)]] var<storage, read_write> counters : AU32s;
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@binding(20) @group(0) var<storage, read_write> counters : AU32s;
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[[binding(21), group(0)]] var<storage, read_write> LUT : AI32s;
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@binding(21) @group(0) var<storage, read_write> LUT : AI32s;
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[[binding(50), group(0)]] var<storage, read_write> dbg : Dbg;
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@binding(50) @group(0) var<storage, read_write> dbg : Dbg;
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fn toVoxelPos(position : vec3<f32>) -> vec3<f32> {
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var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
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@@ -106,8 +106,8 @@ fn doIgnore() {
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var g55 = atomicLoad(&(LUT.values[0]));
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}
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[[stage(compute), workgroup_size(128)]]
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fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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@stage(compute) @workgroup_size(128)
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fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var triangleIndex = GlobalInvocationID.x;
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if ((triangleIndex >= uniforms.numTriangles)) {
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return;
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@@ -54,36 +54,36 @@ struct Dbg {
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}
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struct F32s {
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values : [[stride(4)]] array<f32>;
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values : @stride(4) array<f32>;
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}
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struct U32s {
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values : [[stride(4)]] array<u32>;
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values : @stride(4) array<u32>;
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}
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struct I32s {
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values : [[stride(4)]] array<i32>;
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values : @stride(4) array<i32>;
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}
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struct AU32s {
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values : [[stride(4)]] array<atomic<u32>>;
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values : @stride(4) array<atomic<u32>>;
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}
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struct AI32s {
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values : [[stride(4)]] array<atomic<i32>>;
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values : @stride(4) array<atomic<i32>>;
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}
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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[[binding(10), group(0)]] var<storage, read_write> indices : U32s;
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@binding(10) @group(0) var<storage, read_write> indices : U32s;
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[[binding(11), group(0)]] var<storage, read_write> positions : F32s;
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@binding(11) @group(0) var<storage, read_write> positions : F32s;
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[[binding(20), group(0)]] var<storage, read_write> counters : AU32s;
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@binding(20) @group(0) var<storage, read_write> counters : AU32s;
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[[binding(21), group(0)]] var<storage, read_write> LUT : AI32s;
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@binding(21) @group(0) var<storage, read_write> LUT : AI32s;
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[[binding(50), group(0)]] var<storage, read_write> dbg : Dbg;
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@binding(50) @group(0) var<storage, read_write> dbg : Dbg;
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fn toVoxelPos(position : vec3<f32>) -> vec3<f32> {
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var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
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@@ -123,8 +123,8 @@ fn doIgnore() {
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var g55 = atomicLoad(&(LUT.values[0]));
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}
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[[stage(compute), workgroup_size(128)]]
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fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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@stage(compute) @workgroup_size(128)
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fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var triangleIndex = GlobalInvocationID.x;
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if ((triangleIndex >= uniforms.numTriangles)) {
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return;
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