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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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c6d967b4dd
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46647f1c13
@@ -13,7 +13,7 @@ layout(binding = 4) uniform Uniforms_1 {
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uint i;
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} uniforms;
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layout(binding = 0) buffer OuterS_1 {
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layout(binding = 0, std430) buffer OuterS_1 {
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InnerS a1[];
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} s1;
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void tint_symbol() {
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@@ -19,7 +19,7 @@ layout(binding = 4) uniform Uniforms_1 {
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uint j;
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} uniforms;
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layout(binding = 0) buffer OuterS_1 {
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layout(binding = 0, std430) buffer OuterS_1 {
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S1 a1[];
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} s;
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void tint_symbol() {
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