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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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commit
0b39270e01
@@ -1,18 +1,12 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_2 {
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vec2 vUV;
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};
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struct tint_symbol_3 {
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vec4 value;
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};
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layout(location = 0) in vec2 vUV_1;
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layout(location = 0) out vec4 value;
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uniform highp sampler2D randomTexture_Sampler;
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uniform highp sampler2D depthTexture_Sampler;
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vec4 tint_symbol_inner(vec2 vUV) {
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vec4 tint_symbol(vec2 vUV) {
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vec3 random = texture(randomTexture_Sampler, vUV).rgb;
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int i = 0;
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while (true) {
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@@ -43,20 +37,8 @@ vec4 tint_symbol_inner(vec2 vUV) {
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return vec4(1.0f);
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}
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tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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vec4 inner_result = tint_symbol_inner(tint_symbol_1.vUV);
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tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 value;
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void main() {
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tint_symbol_2 inputs;
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inputs.vUV = vUV;
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tint_symbol_3 outputs;
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outputs = tint_symbol(inputs);
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value = outputs.value;
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vec4 inner_result = tint_symbol(vUV_1);
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value = inner_result;
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return;
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}
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