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GLSL: avoid collisions on existing vars for binding 0/0.
Bug: tint:1396 Change-Id: I870c3dd7772b1fdf9bf7adfdb34798a9eb170163 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78020 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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@ -137,6 +137,13 @@ struct CombineSamplers::State {
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for (auto* var : ctx.src->AST().GlobalVariables()) {
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for (auto* var : ctx.src->AST().GlobalVariables()) {
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if (sem.Get(var->type)->IsAnyOf<sem::Texture, sem::Sampler>()) {
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if (sem.Get(var->type)->IsAnyOf<sem::Texture, sem::Sampler>()) {
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ctx.Remove(ctx.src->AST().GlobalDeclarations(), var);
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ctx.Remove(ctx.src->AST().GlobalDeclarations(), var);
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} else if (auto binding_point = var->BindingPoint()) {
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if (binding_point.group->value == 0 &&
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binding_point.binding->value == 0) {
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auto* decoration =
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ctx.dst->Disable(ast::DisabledValidation::kBindingPointCollision);
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ctx.InsertFront(var->decorations, decoration);
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}
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}
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}
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}
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}
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@ -633,7 +633,7 @@ fn main() -> vec4<f32> {
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}
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}
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)";
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)";
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auto* expect = R"(
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auto* expect = R"(
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@group(0) @binding(0) var<uniform> gcoords : vec2<f32>;
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@internal(disable_validation__binding_point_collision) @group(0) @binding(0) var<uniform> gcoords : vec2<f32>;
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@group(0) @binding(0) @internal(disable_validation__binding_point_collision) var tex_samp : texture_2d<f32>;
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@group(0) @binding(0) @internal(disable_validation__binding_point_collision) var tex_samp : texture_2d<f32>;
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