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GLSL: move entry point handling to CanonicalizeEntryPointIO transform.
Move builtin_to_string() and builtin_type() to the CanonicalizeEntryPointIO transform. Use the former to rename entry point IO variables to the gl_ names, and the latter to cast values to the correct type. Change-Id: Iddfad574ddd660ff1bfd89a399a001b967b6b67e Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78380 Reviewed-by: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Tint LUCI CQ
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f34038b1a0
commit
0b39270e01
@@ -16,11 +16,7 @@ struct Inner {
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layout(binding = 0) buffer S_1 {
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Inner arr[];
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} s;
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struct tint_symbol_2 {
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uint idx;
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};
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void tint_symbol_inner(uint idx) {
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void tint_symbol(uint idx) {
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ivec3 a = s.arr[idx].a;
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int b = s.arr[idx].b;
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uvec3 c = s.arr[idx].c;
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@@ -33,15 +29,7 @@ void tint_symbol_inner(uint idx) {
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.idx);
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void main() {
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tint_symbol(gl_LocalInvocationIndex);
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return;
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}
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void main() {
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tint_symbol_2 inputs;
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inputs.idx = uint(gl_LocalInvocationIndex);
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tint_symbol(inputs);
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}
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@@ -16,11 +16,7 @@ struct Inner {
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layout(binding = 0) buffer S_1 {
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Inner arr[];
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} s;
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struct tint_symbol_2 {
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uint idx;
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};
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void tint_symbol_inner(uint idx) {
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void tint_symbol(uint idx) {
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s.arr[idx].a = ivec3(0, 0, 0);
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s.arr[idx].b = 0;
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s.arr[idx].c = uvec3(0u, 0u, 0u);
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@@ -29,20 +25,12 @@ void tint_symbol_inner(uint idx) {
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s.arr[idx].f = 0.0f;
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s.arr[idx].g = mat2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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s.arr[idx].h = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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ivec4 tint_symbol_3[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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s.arr[idx].i = tint_symbol_3;
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ivec4 tint_symbol_1[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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s.arr[idx].i = tint_symbol_1;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.idx);
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void main() {
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tint_symbol(gl_LocalInvocationIndex);
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return;
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}
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void main() {
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tint_symbol_2 inputs;
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inputs.idx = uint(gl_LocalInvocationIndex);
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tint_symbol(inputs);
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}
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