glsl: Don't emit structs with runtime-sized arrays
The GLSL emitted for these was invalid, and we don't need these structs since they're only used as the store types of buffers, which are handled elsewhere. Change-Id: I17c15e408b5c36e9b895e5950528a6d02d1802a6 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/72381 Reviewed-by: Stephen White <senorblanco@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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57489928c6
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@ -123,9 +123,19 @@ bool GeneratorImpl::Generate() {
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return false;
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}
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} else if (auto* str = decl->As<ast::Struct>()) {
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// Skip emission if the struct contains a runtime-sized array, since its
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// only use will be as the store-type of a buffer and we emit those
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// elsewhere.
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// TODO(crbug.com/tint/1339): We could also avoid emitting any other
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// struct that is only used as a buffer store type.
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TINT_ASSERT(Writer, str->members.size() > 0);
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auto* last_member = str->members[str->members.size() - 1];
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auto* arr = last_member->type->As<ast::Array>();
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if (!arr || !arr->IsRuntimeArray()) {
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if (!EmitStructType(current_buffer_, builder_.Sem().Get(str))) {
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return false;
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}
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}
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} else if (auto* func = decl->As<ast::Function>()) {
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if (func->IsEntryPoint()) {
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if (!EmitEntryPointFunction(func)) {
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@ -51,9 +51,6 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength) {
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auto* expect = R"(#version 310 es
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precision mediump float;
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struct my_struct {
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float a[];
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};
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layout (binding = 1) buffer my_struct_1 {
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float a[];
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@ -105,10 +102,6 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength_OtherMembersInStruct) {
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auto* expect = R"(#version 310 es
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precision mediump float;
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struct my_struct {
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float z;
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float a[];
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};
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layout (binding = 1) buffer my_struct_1 {
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float z;
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@ -163,9 +156,6 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength_ViaLets) {
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auto* expect = R"(#version 310 es
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precision mediump float;
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struct my_struct {
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float a[];
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};
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layout (binding = 1) buffer my_struct_1 {
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float a[];
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@ -1,6 +1,28 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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};
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struct Dbg {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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};
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layout (binding = 0) uniform Uniforms_1 {
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uint numTriangles;
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@ -118,6 +140,28 @@ void main() {
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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};
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struct Dbg {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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};
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layout (binding = 0) uniform Uniforms_1 {
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uint numTriangles;
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@ -204,6 +248,28 @@ void main() {
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint numTriangles;
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uint gridSize;
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uint pad1;
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uint pad2;
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vec3 bbMin;
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vec3 bbMax;
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};
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struct Dbg {
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uint offsetCounter;
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uint pad0;
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uint pad1;
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uint pad2;
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uint value0;
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uint value1;
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uint value2;
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uint value3;
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float value_f32_0;
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float value_f32_1;
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float value_f32_2;
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float value_f32_3;
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};
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layout (binding = 0) uniform Uniforms_1 {
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uint numTriangles;
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@ -15,11 +15,23 @@ struct TileLightIdData {
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uint count;
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uint lightId[64];
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};
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struct Tiles {
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TileLightIdData data[4];
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};
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layout (binding = 0) buffer Tiles_1 {
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TileLightIdData data[4];
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} tileLightId;
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struct Config {
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uint numLights;
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uint numTiles;
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uint tileCountX;
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uint tileCountY;
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uint numTileLightSlot;
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uint tileSize;
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};
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layout (binding = 0) uniform Config_1 {
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uint numLights;
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uint numTiles;
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@ -29,6 +41,14 @@ layout (binding = 0) uniform Config_1 {
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uint tileSize;
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} config;
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struct Uniforms {
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vec4 tint_symbol;
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vec4 tint_symbol_1;
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mat4 viewMatrix;
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mat4 projectionMatrix;
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vec4 fullScreenSize;
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};
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layout (binding = 0) uniform Uniforms_1 {
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vec4 tint_symbol;
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vec4 tint_symbol_1;
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@ -1,6 +1,12 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint dstTextureFlipY;
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uint isFloat16;
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uint isRGB10A2Unorm;
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uint channelCount;
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};
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uniform highp sampler2D src;
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uniform highp sampler2D dst;
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@ -1,6 +1,11 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uvec2 aShape;
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uvec2 bShape;
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uvec2 outShape;
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};
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layout (binding = 0) buffer Matrix_1 {
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uint numbers[];
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@ -1,6 +1,9 @@
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#version 310 es
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precision mediump float;
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struct Constants {
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int level;
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};
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uniform highp sampler2DArray myTexture;
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@ -1,6 +1,13 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint dstTextureFlipY;
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uint channelCount;
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uvec2 srcCopyOrigin;
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uvec2 dstCopyOrigin;
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uvec2 copySize;
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};
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uniform highp sampler2D src;
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uniform highp sampler2D dst;
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@ -1,6 +1,11 @@
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#version 310 es
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precision mediump float;
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struct Uniforms {
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uint dimAOuter;
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uint dimInner;
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uint dimBOuter;
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};
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layout (binding = 0) buffer Matrix_1 {
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float numbers[];
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@ -1,4 +1,4 @@
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intrinsics/ignore/runtime_array.wgsl:10:5 warning: use of deprecated intrinsic
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intrinsics/ignore/runtime_array.wgsl:9:5 warning: use of deprecated intrinsic
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ignore(s.arr);
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^^^^^^
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@ -1,8 +1,8 @@
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intrinsics/ignore/storage_buffer.wgsl:10:5 warning: use of deprecated intrinsic
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intrinsics/ignore/storage_buffer.wgsl:9:5 warning: use of deprecated intrinsic
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ignore(s);
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^^^^^^
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intrinsics/ignore/storage_buffer.wgsl:11:5 warning: use of deprecated intrinsic
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intrinsics/ignore/storage_buffer.wgsl:10:5 warning: use of deprecated intrinsic
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ignore(s.i);
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^^^^^^
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@ -1,8 +1,8 @@
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intrinsics/ignore/uniform_buffer.wgsl:10:5 warning: use of deprecated intrinsic
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intrinsics/ignore/uniform_buffer.wgsl:9:5 warning: use of deprecated intrinsic
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ignore(u);
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^^^^^^
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intrinsics/ignore/uniform_buffer.wgsl:11:5 warning: use of deprecated intrinsic
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intrinsics/ignore/uniform_buffer.wgsl:10:5 warning: use of deprecated intrinsic
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ignore(u.i);
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^^^^^^
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