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GLSL: put std430 packing on all buffer variables.
This is not 100% correct (the exceptions for mat2 and friends are not implemented yet), but gets more tests passing in Dawn. Bug: tint:1415 Change-Id: Ia11c63a5236f35e724431a65ddb6ef3c598775d0 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79380 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Tint LUCI CQ
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@@ -100,10 +100,10 @@ layout(binding = 0) uniform SimParams_1 {
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float rule3Scale;
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} params;
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layout(binding = 1) buffer Particles_1 {
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layout(binding = 1, std430) buffer Particles_1 {
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Particle particles[5];
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} particlesA;
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layout(binding = 2) buffer Particles_2 {
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layout(binding = 2, std430) buffer Particles_2 {
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Particle particles[5];
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} particlesB;
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void comp_main(uvec3 tint_symbol) {
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