Normalize all line endings to LF
And force shader code to always use LF endings. Post merge, there were a number of files that crept in with CRLF endings. Some Tint end-to-end tests take objection to CRLF endings. CRLF endings can be detected with: ``` git grep -I --files-with-matches --perl-regexp '\r' HEAD ``` And fixed with: ``` find . -type f -exec dos2unix {} \; ``` Bug: dawn:1339 Change-Id: Iee054bafd15875de744b86e28393cd8229bd3cfa Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86140 Kokoro-Run: Ben Clayton <bclayton@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
This commit is contained in:
parent
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commit
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@ -1,4 +1,9 @@
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* text=auto
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*.sh eol=lf
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*.gn eol=lf
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*.gni eol=lf
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* text=auto
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*.glsl eol=lf
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*.gn eol=lf
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*.gni eol=lf
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*.hlsl eol=lf
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*.msl eol=lf
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*.sh eol=lf
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*.spvasm eol=lf
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*.wgsl eol=lf
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@ -1,100 +1,100 @@
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@ -1,189 +1,189 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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/// Copyright 2021 The Tint Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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-->
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<Type Name="tint::ast::AssignmentStatement">
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<DisplayString>{*lhs} = {*rhs};</DisplayString>
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<Expand>
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<Item Name="lhs">*lhs</Item>
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<Item Name="rhs">*rhs</Item>
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||||
</Expand>
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||||
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||||
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<Type Name="tint::ast::IfStatement">
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<DisplayString Condition="else_statements.size() == 0">if ({*condition}) {*body}</DisplayString>
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<DisplayString Condition="else_statements.size() == 1">if ({*condition}) {*body} {*else_statements[0]} </DisplayString>
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<DisplayString Condition="op==tint::ast::BinaryOp::kShiftLeft">({*lhs} << {*rhs})</DisplayString>
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<DisplayString Condition="op==tint::ast::BinaryOp::kShiftRight">({*lhs} >> {*rhs})</DisplayString>
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|
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<DisplayString Condition="args.size() == 3">{target}({*args[0]}, {*args[1]}, {*args[2]})</DisplayString>
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<DisplayString Condition="args.size() > 3">{target}({*args[0]}, {*args[1]}, {*args[2]}, {args.size()-3} more...)</DisplayString>
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<!-- TODO: add more overloads -->
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</Type>
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<Type Name="tint::ast::CallExpression::Target">
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<DisplayString Condition ="name != nullptr">{*name}</DisplayString>
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||||
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|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::F32">
|
||||
<DisplayString>f32</DisplayString>
|
||||
</Type>
|
||||
|
||||
</AutoVisualizer>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!--
|
||||
/// Copyright 2021 The Tint Authors.
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
-->
|
||||
|
||||
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
|
||||
<Type Name="tint::Symbol">
|
||||
<!-- Requires TINT_SYMBOL_STORE_DEBUG_NAME defined to 1 -->
|
||||
<DisplayString Optional="true">{debug_name_,sb}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::AssignmentStatement">
|
||||
<DisplayString>{*lhs} = {*rhs};</DisplayString>
|
||||
<Expand>
|
||||
<Item Name="lhs">*lhs</Item>
|
||||
<Item Name="rhs">*rhs</Item>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::IfStatement">
|
||||
<DisplayString Condition="else_statements.size() == 0">if ({*condition}) {*body}</DisplayString>
|
||||
<DisplayString Condition="else_statements.size() == 1">if ({*condition}) {*body} {*else_statements[0]} </DisplayString>
|
||||
<DisplayString Condition="else_statements.size() == 2">if ({*condition}) {*body} {*else_statements[0]} {*else_statements[1]} </DisplayString>
|
||||
<DisplayString Condition="else_statements.size() == 3">if ({*condition}) {*body} {*else_statements[0]} {*else_statements[1]} {*else_statements[2]}</DisplayString>
|
||||
<DisplayString Condition="else_statements.size() > 3">if ({*condition}) {*body} {*else_statements[0]} {*else_statements[1]} {*else_statements[2]} else {else_statements.size()-3} more...</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::ElseStatement">
|
||||
<DisplayString Condition="!condition">else {*body}</DisplayString>
|
||||
<DisplayString Condition="!!condition">else if ({*condition}) {*body}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::BlockStatement">
|
||||
<DisplayString Condition="statements.size() == 1">{{ {*statements[0]} }} </DisplayString>
|
||||
<DisplayString Condition="statements.size() == 2">{{ {*statements[0]} {*statements[1]} }} </DisplayString>
|
||||
<DisplayString Condition="statements.size() == 3">{{ {*statements[0]} {*statements[1]} {*statements[2]} }} </DisplayString>
|
||||
<DisplayString Condition="statements.size() > 3">{{ {*statements[0]} {*statements[1]} {*statements[2]} {statements.size()-3} more... }} </DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::ReturnStatement">
|
||||
<DisplayString Condition="!value">return;</DisplayString>
|
||||
<DisplayString Condition="!!value">return {*value};</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::Function">
|
||||
<DisplayString Condition="params.size() == 0">fn {symbol}() -> {*return_type} {*body}</DisplayString>
|
||||
<DisplayString Condition="params.size() == 1">fn {symbol}({*params[0]}) -> {*return_type} {*body}</DisplayString>
|
||||
<DisplayString Condition="params.size() == 2">fn {symbol}({*params[0]} {*params[1]}) -> {*return_type} {*body}</DisplayString>
|
||||
<DisplayString Condition="params.size() == 3">fn {symbol}({*params[0]} {*params[1]} {*params[2]}) -> {*return_type} {*body}</DisplayString>
|
||||
<DisplayString Condition="params.size() > 3">fn {symbol}({*params[0]} {*params[1]} {*params[2]} {params.size()-3} more...) -> {*return_type} {*body}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::IdentifierExpression">
|
||||
<!--the ",sb" specifier removes the double quotes on the displayed string -->
|
||||
<DisplayString>{symbol}</DisplayString>
|
||||
<Expand>
|
||||
<Item Name="symbol">symbol</Item>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::IndexAccessorExpression">
|
||||
<DisplayString>{*object}[{*index}]</DisplayString>
|
||||
<Expand>
|
||||
<Item Name="object">*object</Item>
|
||||
<Item Name="index">*index</Item>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::MemberAccessorExpression">
|
||||
<DisplayString>{*structure}.{*member}</DisplayString>
|
||||
<Expand>
|
||||
<Item Name="structure">*structure</Item>
|
||||
<Item Name="member">*member</Item>
|
||||
</Expand>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::Variable">
|
||||
<!-- Hack: we can deduce that this variable is a parameter if it's const with a type but no constructor, which is illegal for a let -->
|
||||
<DisplayString Condition=" is_const & !!type & !constructor">{symbol} : {*type}</DisplayString>
|
||||
|
||||
<DisplayString Condition=" is_const & !!type & !!constructor">let {symbol} : {*type} = {*constructor}</DisplayString>
|
||||
<DisplayString Condition=" is_const & !type & !constructor">let {symbol} = {*constructor}</DisplayString>
|
||||
<DisplayString Condition="!is_const & !!type & !!constructor">var {symbol} : {*type} = {*constructor}</DisplayString>
|
||||
<DisplayString Condition="!is_const & !type & !!constructor">var {symbol} = {*constructor}</DisplayString>
|
||||
<DisplayString Condition="!is_const & !!type & !constructor">var {symbol}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::VariableDeclStatement">
|
||||
<DisplayString>{*variable};</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::UintLiteralExpression">
|
||||
<DisplayString>{value}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::SintLiteralExpression">
|
||||
<DisplayString>{value}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::BoolLiteralExpression">
|
||||
<DisplayString>{value}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::Void">
|
||||
<DisplayString>void</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::UnaryOpExpression">
|
||||
<DisplayString Condition="op==tint::ast::UnaryOp::kAddressOf">&({expr})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::UnaryOp::kComplement">~({expr})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::UnaryOp::kIndirection">*({expr})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::UnaryOp::kNegation">-({expr})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::UnaryOp::kNot">!({expr})</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::BinaryExpression">
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kNone">({*lhs} NONE {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kAnd">({*lhs} & {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kOr">({*lhs} | {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kXor">({*lhs} ^ {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kLogicalAnd">({*lhs} && {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kLogicalOr">({*lhs} || {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kEqual">({*lhs} == {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kNotEqual">({*lhs} != {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kLessThan">({*lhs} < {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kGreaterThan">({*lhs} > {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kLessThanEqual">({*lhs} <= {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kGreaterThanEqual">({*lhs} >= {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kShiftLeft">({*lhs} << {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kShiftRight">({*lhs} >> {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kAdd">({*lhs} + {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kSubtract">({*lhs} - {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kMultiply">({*lhs} * {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kDivide">({*lhs} / {*rhs})</DisplayString>
|
||||
<DisplayString Condition="op==tint::ast::BinaryOp::kModulo">({*lhs} % {*rhs})</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::CallExpression">
|
||||
<DisplayString Condition="args.size() == 0">{target}()</DisplayString>
|
||||
<DisplayString Condition="args.size() == 1">{target}({*args[0]})</DisplayString>
|
||||
<DisplayString Condition="args.size() == 2">{target}({*args[0]}, {*args[1]})</DisplayString>
|
||||
<DisplayString Condition="args.size() == 3">{target}({*args[0]}, {*args[1]}, {*args[2]})</DisplayString>
|
||||
<DisplayString Condition="args.size() > 3">{target}({*args[0]}, {*args[1]}, {*args[2]}, {args.size()-3} more...)</DisplayString>
|
||||
<!-- TODO: add more overloads -->
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::CallExpression::Target">
|
||||
<DisplayString Condition ="name != nullptr">{*name}</DisplayString>
|
||||
<DisplayString Condition ="name == nullptr">{*type}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::Array">
|
||||
<DisplayString Condition="count != nullptr">array<{*type},{*count}></DisplayString>
|
||||
<DisplayString Condition="count == nullptr">array<{*type}></DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::TypeName">
|
||||
<DisplayString>{name}</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::Bool">
|
||||
<DisplayString>bool</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::I32">
|
||||
<DisplayString>i32</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::U32">
|
||||
<DisplayString>u32</DisplayString>
|
||||
</Type>
|
||||
|
||||
<Type Name="tint::ast::F32">
|
||||
<DisplayString>f32</DisplayString>
|
||||
</Type>
|
||||
|
||||
</AutoVisualizer>
|
||||
|
|
|
@ -1,63 +1,63 @@
|
|||
struct Uniforms {
|
||||
u_scale : vec2<f32>,
|
||||
u_offset : vec2<f32>,
|
||||
};
|
||||
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
|
||||
|
||||
struct VertexOutputs {
|
||||
@location(0) texcoords : vec2<f32>,
|
||||
@builtin(position) position : vec4<f32>,
|
||||
};
|
||||
|
||||
@stage(vertex) fn vs_main(
|
||||
@builtin(vertex_index) VertexIndex : u32
|
||||
) -> VertexOutputs {
|
||||
var texcoord = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-0.5, 0.0),
|
||||
vec2<f32>( 1.5, 0.0),
|
||||
vec2<f32>( 0.5, 2.0));
|
||||
|
||||
var output : VertexOutputs;
|
||||
output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
|
||||
|
||||
// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
|
||||
// flipY case can get negative number.
|
||||
var flipY = uniforms.u_scale.y < 0.0;
|
||||
|
||||
// Texture coordinate takes top-left as origin point. We need to map the
|
||||
// texture to triangle carefully.
|
||||
if (flipY) {
|
||||
// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
|
||||
// Adopt transform to src texture and then mapping it to triangle coord which
|
||||
// do a +1 shift on Y dimension will help us got that mirror position perfectly.
|
||||
output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
|
||||
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
|
||||
} else {
|
||||
// For the normal case, we need to get the exact position.
|
||||
// So mapping texture to triangle firstly then adopt the transform.
|
||||
output.texcoords = (texcoord[VertexIndex] *
|
||||
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
|
||||
uniforms.u_scale + uniforms.u_offset;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@binding(1) @group(0) var mySampler: sampler;
|
||||
@binding(2) @group(0) var myTexture: texture_2d<f32>;
|
||||
|
||||
@stage(fragment) fn fs_main(
|
||||
@location(0) texcoord : vec2<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
// Clamp the texcoord and discard the out-of-bound pixels.
|
||||
var clampedTexcoord =
|
||||
clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
|
||||
if (!all(clampedTexcoord == texcoord)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
var srcColor = textureSample(myTexture, mySampler, texcoord);
|
||||
// Swizzling of texture formats when sampling / rendering is handled by the
|
||||
// hardware so we don't need special logic in this shader. This is covered by tests.
|
||||
return srcColor;
|
||||
}
|
||||
struct Uniforms {
|
||||
u_scale : vec2<f32>,
|
||||
u_offset : vec2<f32>,
|
||||
};
|
||||
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
|
||||
|
||||
struct VertexOutputs {
|
||||
@location(0) texcoords : vec2<f32>,
|
||||
@builtin(position) position : vec4<f32>,
|
||||
};
|
||||
|
||||
@stage(vertex) fn vs_main(
|
||||
@builtin(vertex_index) VertexIndex : u32
|
||||
) -> VertexOutputs {
|
||||
var texcoord = array<vec2<f32>, 3>(
|
||||
vec2<f32>(-0.5, 0.0),
|
||||
vec2<f32>( 1.5, 0.0),
|
||||
vec2<f32>( 0.5, 2.0));
|
||||
|
||||
var output : VertexOutputs;
|
||||
output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
|
||||
|
||||
// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
|
||||
// flipY case can get negative number.
|
||||
var flipY = uniforms.u_scale.y < 0.0;
|
||||
|
||||
// Texture coordinate takes top-left as origin point. We need to map the
|
||||
// texture to triangle carefully.
|
||||
if (flipY) {
|
||||
// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
|
||||
// Adopt transform to src texture and then mapping it to triangle coord which
|
||||
// do a +1 shift on Y dimension will help us got that mirror position perfectly.
|
||||
output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
|
||||
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
|
||||
} else {
|
||||
// For the normal case, we need to get the exact position.
|
||||
// So mapping texture to triangle firstly then adopt the transform.
|
||||
output.texcoords = (texcoord[VertexIndex] *
|
||||
vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
|
||||
uniforms.u_scale + uniforms.u_offset;
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
@binding(1) @group(0) var mySampler: sampler;
|
||||
@binding(2) @group(0) var myTexture: texture_2d<f32>;
|
||||
|
||||
@stage(fragment) fn fs_main(
|
||||
@location(0) texcoord : vec2<f32>
|
||||
) -> @location(0) vec4<f32> {
|
||||
// Clamp the texcoord and discard the out-of-bound pixels.
|
||||
var clampedTexcoord =
|
||||
clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
|
||||
if (!all(clampedTexcoord == texcoord)) {
|
||||
discard;
|
||||
}
|
||||
|
||||
var srcColor = textureSample(myTexture, mySampler, texcoord);
|
||||
// Swizzling of texture formats when sampling / rendering is handled by the
|
||||
// hardware so we don't need special logic in this shader. This is covered by tests.
|
||||
return srcColor;
|
||||
}
|
||||
|
|
|
@ -1,28 +1,28 @@
|
|||
// 1112.wgsl
|
||||
@group(0) @binding(0) var Sampler: sampler;
|
||||
@group(0) @binding(1) var randomTexture: texture_2d<f32>;
|
||||
@group(0) @binding(2) var depthTexture: texture_2d<f32>;
|
||||
|
||||
@stage(fragment)
|
||||
fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
|
||||
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
|
||||
|
||||
var i = 0;
|
||||
loop {
|
||||
if (i < 1) {
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
let offset : vec3<f32> = vec3<f32>(random.x);
|
||||
|
||||
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
|
||||
i = i + 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
|
||||
i = i + 1;
|
||||
}
|
||||
|
||||
return vec4<f32>(1.0);
|
||||
}
|
||||
// 1112.wgsl
|
||||
@group(0) @binding(0) var Sampler: sampler;
|
||||
@group(0) @binding(1) var randomTexture: texture_2d<f32>;
|
||||
@group(0) @binding(2) var depthTexture: texture_2d<f32>;
|
||||
|
||||
@stage(fragment)
|
||||
fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
|
||||
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
|
||||
|
||||
var i = 0;
|
||||
loop {
|
||||
if (i < 1) {
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
let offset : vec3<f32> = vec3<f32>(random.x);
|
||||
|
||||
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
|
||||
i = i + 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
|
||||
i = i + 1;
|
||||
}
|
||||
|
||||
return vec4<f32>(1.0);
|
||||
}
|
||||
|
|
|
@ -1,23 +1,23 @@
|
|||
struct Simulation {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct Particle {
|
||||
position : array<vec3<f32>, 8>,
|
||||
lifetime : f32,
|
||||
color : vec4<f32>,
|
||||
velocity : vec3<f32>,
|
||||
};
|
||||
|
||||
struct Particles {
|
||||
p : array<Particle>,
|
||||
};
|
||||
|
||||
@group(1) @binding(3) var<storage, read> particles : Particles;
|
||||
@group(1) @binding(4) var<uniform> sim : Simulation;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var particle = particles.p[0];
|
||||
particle.position[sim.i] = particle.position[sim.i];
|
||||
}
|
||||
struct Simulation {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct Particle {
|
||||
position : array<vec3<f32>, 8>,
|
||||
lifetime : f32,
|
||||
color : vec4<f32>,
|
||||
velocity : vec3<f32>,
|
||||
};
|
||||
|
||||
struct Particles {
|
||||
p : array<Particle>,
|
||||
};
|
||||
|
||||
@group(1) @binding(3) var<storage, read> particles : Particles;
|
||||
@group(1) @binding(4) var<uniform> sim : Simulation;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var particle = particles.p[0];
|
||||
particle.position[sim.i] = particle.position[sim.i];
|
||||
}
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var m1 : mat2x4<f32>;
|
||||
m1[uniforms.i][0] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var m1 : mat2x4<f32>;
|
||||
m1[uniforms.i][0] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var m1 : mat2x4<f32>;
|
||||
m1[uniforms.i][uniforms.j] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var m1 : mat2x4<f32>;
|
||||
m1[uniforms.i][uniforms.j] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[0][uniforms.j] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[0][uniforms.j] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var m1 : mat2x4<f32>;
|
||||
m1[uniforms.i] = vec4<f32>(1.0);
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var m1 : mat2x4<f32>;
|
||||
m1[uniforms.i] = vec4<f32>(1.0);
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[uniforms.i][0] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[uniforms.i][0] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[uniforms.i][uniforms.j] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[uniforms.i][uniforms.j] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[0][uniforms.j] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[0][uniforms.j] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[uniforms.i] = vec4<f32>(1.0);
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
var<private> m1 : mat2x4<f32>;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
m1[uniforms.i] = vec4<f32>(1.0);
|
||||
}
|
||||
|
|
|
@ -1,117 +1,117 @@
|
|||
struct Scene {
|
||||
vEyePosition : vec4<f32>,
|
||||
};
|
||||
|
||||
struct Material {
|
||||
vDiffuseColor : vec4<f32>,
|
||||
vAmbientColor : vec3<f32>,
|
||||
dummy: f32,
|
||||
vEmissiveColor : vec3<f32>,
|
||||
dummy2: f32,
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
visibility : f32,
|
||||
};
|
||||
|
||||
var<private> fClipDistance3 : f32;
|
||||
|
||||
var<private> fClipDistance4 : f32;
|
||||
|
||||
@group(0) @binding(0) var<uniform> x_29 : Scene;
|
||||
|
||||
@group(0) @binding(1) var<uniform> x_49 : Material;
|
||||
|
||||
@group(0) @binding(2) var<uniform> x_137 : Mesh;
|
||||
|
||||
var<private> glFragColor : vec4<f32>;
|
||||
|
||||
fn main_1() {
|
||||
var viewDirectionW : vec3<f32>;
|
||||
var baseColor : vec4<f32>;
|
||||
var diffuseColor : vec3<f32>;
|
||||
var alpha : f32;
|
||||
var normalW : vec3<f32>;
|
||||
var uvOffset : vec2<f32>;
|
||||
var baseAmbientColor : vec3<f32>;
|
||||
var glossiness : f32;
|
||||
var diffuseBase : vec3<f32>;
|
||||
var shadow : f32;
|
||||
var refractionColor : vec4<f32>;
|
||||
var reflectionColor : vec4<f32>;
|
||||
var emissiveColor : vec3<f32>;
|
||||
var finalDiffuse : vec3<f32>;
|
||||
var finalSpecular : vec3<f32>;
|
||||
var color : vec4<f32>;
|
||||
let x_9 : f32 = fClipDistance3;
|
||||
if ((x_9 > 0.0)) {
|
||||
discard;
|
||||
}
|
||||
let x_17 : f32 = fClipDistance4;
|
||||
if ((x_17 > 0.0)) {
|
||||
discard;
|
||||
}
|
||||
let x_34 : vec4<f32> = x_29.vEyePosition;
|
||||
let x_38 : vec3<f32> = vec3<f32>(0., 0., 0.);
|
||||
viewDirectionW = normalize((vec3<f32>(x_34.x, x_34.y, x_34.z) - x_38));
|
||||
baseColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
||||
let x_52 : vec4<f32> = x_49.vDiffuseColor;
|
||||
diffuseColor = vec3<f32>(x_52.x, x_52.y, x_52.z);
|
||||
let x_60 : f32 = x_49.vDiffuseColor.w;
|
||||
alpha = x_60;
|
||||
let x_62 : vec3<f32> = vec3<f32>(0., 0., 0.);
|
||||
let x_64 : vec3<f32> = vec3<f32>(0., 0., 0.);
|
||||
normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
|
||||
uvOffset = vec2<f32>(0.0, 0.0);
|
||||
let x_74 : vec4<f32> = vec4<f32>(0., 0., 0., 0.);
|
||||
let x_76 : vec4<f32> = baseColor;
|
||||
let x_78 : vec3<f32> = (vec3<f32>(x_76.x, x_76.y, x_76.z) * vec3<f32>(x_74.x, x_74.y, x_74.z));
|
||||
let x_79 : vec4<f32> = baseColor;
|
||||
baseColor = vec4<f32>(x_78.x, x_78.y, x_78.z, x_79.w);
|
||||
baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
|
||||
glossiness = 0.0;
|
||||
diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
|
||||
shadow = 1.0;
|
||||
refractionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
reflectionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
let x_94 : vec3<f32> = x_49.vEmissiveColor;
|
||||
emissiveColor = x_94;
|
||||
let x_96 : vec3<f32> = diffuseBase;
|
||||
let x_97 : vec3<f32> = diffuseColor;
|
||||
let x_99 : vec3<f32> = emissiveColor;
|
||||
let x_103 : vec3<f32> = x_49.vAmbientColor;
|
||||
let x_108 : vec4<f32> = baseColor;
|
||||
finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(1.0, 1.0, 1.0)) * vec3<f32>(x_108.x, x_108.y, x_108.z));
|
||||
finalSpecular = vec3<f32>(0.0, 0.0, 0.0);
|
||||
let x_113 : vec3<f32> = finalDiffuse;
|
||||
let x_114 : vec3<f32> = baseAmbientColor;
|
||||
let x_116 : vec3<f32> = finalSpecular;
|
||||
let x_118 : vec4<f32> = reflectionColor;
|
||||
let x_121 : vec4<f32> = refractionColor;
|
||||
let x_123 : vec3<f32> = ((((x_113 * x_114) + x_116) + vec3<f32>(x_118.x, x_118.y, x_118.z)) + vec3<f32>(x_121.x, x_121.y, x_121.z));
|
||||
let x_124 : f32 = alpha;
|
||||
color = vec4<f32>(x_123.x, x_123.y, x_123.z, x_124);
|
||||
let x_129 : vec4<f32> = color;
|
||||
let x_132 : vec3<f32> = max(vec3<f32>(x_129.x, x_129.y, x_129.z), vec3<f32>(0.0, 0.0, 0.0));
|
||||
let x_133 : vec4<f32> = color;
|
||||
color = vec4<f32>(x_132.x, x_132.y, x_132.z, x_133.w);
|
||||
let x_140 : f32 = x_137.visibility;
|
||||
let x_142 : f32 = color.w;
|
||||
color.w = (x_142 * x_140);
|
||||
let x_147 : vec4<f32> = color;
|
||||
glFragColor = x_147;
|
||||
return;
|
||||
}
|
||||
|
||||
struct main_out {
|
||||
@location(0)
|
||||
glFragColor_1 : vec4<f32>,
|
||||
};
|
||||
|
||||
@stage(fragment)
|
||||
fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out {
|
||||
fClipDistance3 = fClipDistance3_param;
|
||||
fClipDistance4 = fClipDistance4_param;
|
||||
main_1();
|
||||
return main_out(glFragColor);
|
||||
}
|
||||
struct Scene {
|
||||
vEyePosition : vec4<f32>,
|
||||
};
|
||||
|
||||
struct Material {
|
||||
vDiffuseColor : vec4<f32>,
|
||||
vAmbientColor : vec3<f32>,
|
||||
dummy: f32,
|
||||
vEmissiveColor : vec3<f32>,
|
||||
dummy2: f32,
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
visibility : f32,
|
||||
};
|
||||
|
||||
var<private> fClipDistance3 : f32;
|
||||
|
||||
var<private> fClipDistance4 : f32;
|
||||
|
||||
@group(0) @binding(0) var<uniform> x_29 : Scene;
|
||||
|
||||
@group(0) @binding(1) var<uniform> x_49 : Material;
|
||||
|
||||
@group(0) @binding(2) var<uniform> x_137 : Mesh;
|
||||
|
||||
var<private> glFragColor : vec4<f32>;
|
||||
|
||||
fn main_1() {
|
||||
var viewDirectionW : vec3<f32>;
|
||||
var baseColor : vec4<f32>;
|
||||
var diffuseColor : vec3<f32>;
|
||||
var alpha : f32;
|
||||
var normalW : vec3<f32>;
|
||||
var uvOffset : vec2<f32>;
|
||||
var baseAmbientColor : vec3<f32>;
|
||||
var glossiness : f32;
|
||||
var diffuseBase : vec3<f32>;
|
||||
var shadow : f32;
|
||||
var refractionColor : vec4<f32>;
|
||||
var reflectionColor : vec4<f32>;
|
||||
var emissiveColor : vec3<f32>;
|
||||
var finalDiffuse : vec3<f32>;
|
||||
var finalSpecular : vec3<f32>;
|
||||
var color : vec4<f32>;
|
||||
let x_9 : f32 = fClipDistance3;
|
||||
if ((x_9 > 0.0)) {
|
||||
discard;
|
||||
}
|
||||
let x_17 : f32 = fClipDistance4;
|
||||
if ((x_17 > 0.0)) {
|
||||
discard;
|
||||
}
|
||||
let x_34 : vec4<f32> = x_29.vEyePosition;
|
||||
let x_38 : vec3<f32> = vec3<f32>(0., 0., 0.);
|
||||
viewDirectionW = normalize((vec3<f32>(x_34.x, x_34.y, x_34.z) - x_38));
|
||||
baseColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
||||
let x_52 : vec4<f32> = x_49.vDiffuseColor;
|
||||
diffuseColor = vec3<f32>(x_52.x, x_52.y, x_52.z);
|
||||
let x_60 : f32 = x_49.vDiffuseColor.w;
|
||||
alpha = x_60;
|
||||
let x_62 : vec3<f32> = vec3<f32>(0., 0., 0.);
|
||||
let x_64 : vec3<f32> = vec3<f32>(0., 0., 0.);
|
||||
normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
|
||||
uvOffset = vec2<f32>(0.0, 0.0);
|
||||
let x_74 : vec4<f32> = vec4<f32>(0., 0., 0., 0.);
|
||||
let x_76 : vec4<f32> = baseColor;
|
||||
let x_78 : vec3<f32> = (vec3<f32>(x_76.x, x_76.y, x_76.z) * vec3<f32>(x_74.x, x_74.y, x_74.z));
|
||||
let x_79 : vec4<f32> = baseColor;
|
||||
baseColor = vec4<f32>(x_78.x, x_78.y, x_78.z, x_79.w);
|
||||
baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
|
||||
glossiness = 0.0;
|
||||
diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
|
||||
shadow = 1.0;
|
||||
refractionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
reflectionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
let x_94 : vec3<f32> = x_49.vEmissiveColor;
|
||||
emissiveColor = x_94;
|
||||
let x_96 : vec3<f32> = diffuseBase;
|
||||
let x_97 : vec3<f32> = diffuseColor;
|
||||
let x_99 : vec3<f32> = emissiveColor;
|
||||
let x_103 : vec3<f32> = x_49.vAmbientColor;
|
||||
let x_108 : vec4<f32> = baseColor;
|
||||
finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(1.0, 1.0, 1.0)) * vec3<f32>(x_108.x, x_108.y, x_108.z));
|
||||
finalSpecular = vec3<f32>(0.0, 0.0, 0.0);
|
||||
let x_113 : vec3<f32> = finalDiffuse;
|
||||
let x_114 : vec3<f32> = baseAmbientColor;
|
||||
let x_116 : vec3<f32> = finalSpecular;
|
||||
let x_118 : vec4<f32> = reflectionColor;
|
||||
let x_121 : vec4<f32> = refractionColor;
|
||||
let x_123 : vec3<f32> = ((((x_113 * x_114) + x_116) + vec3<f32>(x_118.x, x_118.y, x_118.z)) + vec3<f32>(x_121.x, x_121.y, x_121.z));
|
||||
let x_124 : f32 = alpha;
|
||||
color = vec4<f32>(x_123.x, x_123.y, x_123.z, x_124);
|
||||
let x_129 : vec4<f32> = color;
|
||||
let x_132 : vec3<f32> = max(vec3<f32>(x_129.x, x_129.y, x_129.z), vec3<f32>(0.0, 0.0, 0.0));
|
||||
let x_133 : vec4<f32> = color;
|
||||
color = vec4<f32>(x_132.x, x_132.y, x_132.z, x_133.w);
|
||||
let x_140 : f32 = x_137.visibility;
|
||||
let x_142 : f32 = color.w;
|
||||
color.w = (x_142 * x_140);
|
||||
let x_147 : vec4<f32> = color;
|
||||
glFragColor = x_147;
|
||||
return;
|
||||
}
|
||||
|
||||
struct main_out {
|
||||
@location(0)
|
||||
glFragColor_1 : vec4<f32>,
|
||||
};
|
||||
|
||||
@stage(fragment)
|
||||
fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out {
|
||||
fClipDistance3 = fClipDistance3_param;
|
||||
fClipDistance4 = fClipDistance4_param;
|
||||
main_1();
|
||||
return main_out(glFragColor);
|
||||
}
|
||||
|
|
|
@ -1,48 +1,48 @@
|
|||
struct Uniforms {
|
||||
dstTextureFlipY : u32,
|
||||
isFloat16 : u32,
|
||||
isRGB10A2Unorm : u32,
|
||||
channelCount : u32,
|
||||
};
|
||||
struct OutputBuf {
|
||||
result : array<u32>,
|
||||
};
|
||||
@group(0) @binding(0) var src : texture_2d<f32>;
|
||||
@group(0) @binding(1) var dst : texture_2d<f32>;
|
||||
@group(0) @binding(2) var<storage_buffer, read_write> output : OutputBuf;
|
||||
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
|
||||
//@builtin(global_invocation_id) var<in> GlobalInvocationID : vec3<u32>;
|
||||
// Fp16 logic
|
||||
// Infinity and NaN won't happen in this test case.
|
||||
fn ConvertToFp16FloatValue(fp32 : f32) -> u32 {
|
||||
return 1u;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1, 1, 1)
|
||||
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
|
||||
var size : vec2<i32> = textureDimensions(src);
|
||||
var dstTexCoord : vec2<i32> = vec2<i32>(GlobalInvocationID.xy);
|
||||
var srcTexCoord : vec2<i32> = dstTexCoord;
|
||||
if (uniforms.dstTextureFlipY == 1u) {
|
||||
srcTexCoord.y = size.y - dstTexCoord.y - 1;
|
||||
}
|
||||
|
||||
var srcColor : vec4<f32> = textureLoad(src, srcTexCoord, 0);
|
||||
var dstColor : vec4<f32> = textureLoad(dst, dstTexCoord, 0);
|
||||
var success : bool = true;
|
||||
|
||||
var srcColorBits : vec4<u32>;
|
||||
var dstColorBits : vec4<u32> = vec4<u32>(dstColor);
|
||||
|
||||
for (var i : u32 = 0u; i < uniforms.channelCount; i = i + 1u) {
|
||||
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
|
||||
success = success && (srcColorBits[i] == dstColorBits[i]);
|
||||
}
|
||||
|
||||
var outputIndex : u32 = GlobalInvocationID.y * u32(size.x) + GlobalInvocationID.x;
|
||||
if (success) {
|
||||
output.result[outputIndex] = u32(1);
|
||||
} else {
|
||||
output.result[outputIndex] = u32(0);
|
||||
}
|
||||
}
|
||||
struct Uniforms {
|
||||
dstTextureFlipY : u32,
|
||||
isFloat16 : u32,
|
||||
isRGB10A2Unorm : u32,
|
||||
channelCount : u32,
|
||||
};
|
||||
struct OutputBuf {
|
||||
result : array<u32>,
|
||||
};
|
||||
@group(0) @binding(0) var src : texture_2d<f32>;
|
||||
@group(0) @binding(1) var dst : texture_2d<f32>;
|
||||
@group(0) @binding(2) var<storage_buffer, read_write> output : OutputBuf;
|
||||
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
|
||||
//@builtin(global_invocation_id) var<in> GlobalInvocationID : vec3<u32>;
|
||||
// Fp16 logic
|
||||
// Infinity and NaN won't happen in this test case.
|
||||
fn ConvertToFp16FloatValue(fp32 : f32) -> u32 {
|
||||
return 1u;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1, 1, 1)
|
||||
fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
|
||||
var size : vec2<i32> = textureDimensions(src);
|
||||
var dstTexCoord : vec2<i32> = vec2<i32>(GlobalInvocationID.xy);
|
||||
var srcTexCoord : vec2<i32> = dstTexCoord;
|
||||
if (uniforms.dstTextureFlipY == 1u) {
|
||||
srcTexCoord.y = size.y - dstTexCoord.y - 1;
|
||||
}
|
||||
|
||||
var srcColor : vec4<f32> = textureLoad(src, srcTexCoord, 0);
|
||||
var dstColor : vec4<f32> = textureLoad(dst, dstTexCoord, 0);
|
||||
var success : bool = true;
|
||||
|
||||
var srcColorBits : vec4<u32>;
|
||||
var dstColorBits : vec4<u32> = vec4<u32>(dstColor);
|
||||
|
||||
for (var i : u32 = 0u; i < uniforms.channelCount; i = i + 1u) {
|
||||
srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]);
|
||||
success = success && (srcColorBits[i] == dstColorBits[i]);
|
||||
}
|
||||
|
||||
var outputIndex : u32 = GlobalInvocationID.y * u32(size.x) + GlobalInvocationID.x;
|
||||
if (success) {
|
||||
output.result[outputIndex] = u32(1);
|
||||
} else {
|
||||
output.result[outputIndex] = u32(0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,24 +1,24 @@
|
|||
struct MyStruct {
|
||||
f1 : f32,
|
||||
};
|
||||
|
||||
type MyArray = array<f32, 10>;
|
||||
|
||||
// Global lets
|
||||
let v1 = 1;
|
||||
let v2 = 1u;
|
||||
let v3 = 1.0;
|
||||
|
||||
let v4 = vec3<i32>(1, 1, 1);
|
||||
let v5 = vec3<u32>(1u, 1u, 1u);
|
||||
let v6 = vec3<f32>(1.0, 1.0, 1.0);
|
||||
|
||||
let v7 = mat3x3<f32>(vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0));
|
||||
|
||||
let v8 = MyStruct();
|
||||
let v9 = MyArray();
|
||||
|
||||
@stage(fragment)
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
struct MyStruct {
|
||||
f1 : f32,
|
||||
};
|
||||
|
||||
type MyArray = array<f32, 10>;
|
||||
|
||||
// Global lets
|
||||
let v1 = 1;
|
||||
let v2 = 1u;
|
||||
let v3 = 1.0;
|
||||
|
||||
let v4 = vec3<i32>(1, 1, 1);
|
||||
let v5 = vec3<u32>(1u, 1u, 1u);
|
||||
let v6 = vec3<f32>(1.0, 1.0, 1.0);
|
||||
|
||||
let v7 = mat3x3<f32>(vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0), vec3<f32>(1.0, 1.0, 1.0));
|
||||
|
||||
let v8 = MyStruct();
|
||||
let v9 = MyArray();
|
||||
|
||||
@stage(fragment)
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
|
|
|
@ -1,39 +1,39 @@
|
|||
struct MyStruct {
|
||||
f1 : f32,
|
||||
};
|
||||
|
||||
type MyArray = array<f32, 10>;
|
||||
|
||||
fn ret_i32() -> i32 { return 1; }
|
||||
fn ret_u32() -> u32 { return 1u; }
|
||||
fn ret_f32() -> f32 { return 1.0; }
|
||||
fn ret_MyStruct() -> MyStruct { return MyStruct(); }
|
||||
fn ret_MyArray() -> MyArray { return MyArray(); }
|
||||
|
||||
// Local lets
|
||||
fn let_decls() {
|
||||
let v1 = 1;
|
||||
let v2 = 1u;
|
||||
let v3 = 1.0;
|
||||
|
||||
let v4 = vec3<i32>(1, 1, 1);
|
||||
let v5 = vec3<u32>(1u, 1u, 1u);
|
||||
let v6 = vec3<f32>(1.0, 1.0, 1.0);
|
||||
|
||||
let v7 = mat3x3<f32>(v6, v6, v6);
|
||||
|
||||
let v8 = MyStruct(1.0);
|
||||
let v9 = MyArray();
|
||||
|
||||
let v10 = ret_i32();
|
||||
let v11 = ret_u32();
|
||||
let v12 = ret_f32();
|
||||
let v13 = ret_MyStruct();
|
||||
let v14 = ret_MyStruct();
|
||||
let v15 = ret_MyArray();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
struct MyStruct {
|
||||
f1 : f32,
|
||||
};
|
||||
|
||||
type MyArray = array<f32, 10>;
|
||||
|
||||
fn ret_i32() -> i32 { return 1; }
|
||||
fn ret_u32() -> u32 { return 1u; }
|
||||
fn ret_f32() -> f32 { return 1.0; }
|
||||
fn ret_MyStruct() -> MyStruct { return MyStruct(); }
|
||||
fn ret_MyArray() -> MyArray { return MyArray(); }
|
||||
|
||||
// Local lets
|
||||
fn let_decls() {
|
||||
let v1 = 1;
|
||||
let v2 = 1u;
|
||||
let v3 = 1.0;
|
||||
|
||||
let v4 = vec3<i32>(1, 1, 1);
|
||||
let v5 = vec3<u32>(1u, 1u, 1u);
|
||||
let v6 = vec3<f32>(1.0, 1.0, 1.0);
|
||||
|
||||
let v7 = mat3x3<f32>(v6, v6, v6);
|
||||
|
||||
let v8 = MyStruct(1.0);
|
||||
let v9 = MyArray();
|
||||
|
||||
let v10 = ret_i32();
|
||||
let v11 = ret_u32();
|
||||
let v12 = ret_f32();
|
||||
let v13 = ret_MyStruct();
|
||||
let v14 = ret_MyStruct();
|
||||
let v15 = ret_MyArray();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
|
|
|
@ -1,22 +1,22 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
for (var i: i32 = 0; i < 4; i = i + 1) {
|
||||
s1.a1[uniforms.i] = v;
|
||||
}
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
for (var i: i32 = 0; i < 4; i = i + 1) {
|
||||
s1.a1[uniforms.i] = v;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,22 +1,22 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
for (var i: i32 = 0; i < 4; s1.a1[uniforms.i] = v) {
|
||||
i = i + 1;
|
||||
}
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
for (var i: i32 = 0; i < 4; s1.a1[uniforms.i] = v) {
|
||||
i = i + 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,22 +1,22 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
var i: i32 = 0;
|
||||
for (s1.a1[uniforms.i] = v; i < 4; i = i + 1) {
|
||||
}
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
var i: i32 = 0;
|
||||
for (s1.a1[uniforms.i] = v; i < 4; i = i + 1) {
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,31 +1,31 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1, 8>,
|
||||
};
|
||||
|
||||
var<private> nextIndex : u32;
|
||||
fn getNextIndex() -> u32 {
|
||||
nextIndex = nextIndex + 1u;
|
||||
return nextIndex;
|
||||
}
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s : OuterS;
|
||||
s.a1[getNextIndex()].a2[uniforms.j] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1, 8>,
|
||||
};
|
||||
|
||||
var<private> nextIndex : u32;
|
||||
fn getNextIndex() -> u32 {
|
||||
nextIndex = nextIndex + 1u;
|
||||
return nextIndex;
|
||||
}
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s : OuterS;
|
||||
s.a1[getNextIndex()].a2[uniforms.j] = v;
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i] = v;
|
||||
//s1.a1[0] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i] = v;
|
||||
//s1.a1[0] = v;
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<array<InnerS, 8>, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i][uniforms.j] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<array<InnerS, 8>, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i][uniforms.j] = v;
|
||||
}
|
||||
|
|
|
@ -1,24 +1,24 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
s2 : InnerS,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i].s2 = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
s2 : InnerS,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i].s2 = v;
|
||||
}
|
||||
|
|
|
@ -1,25 +1,25 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s : OuterS;
|
||||
s.a1[uniforms.i].a2[uniforms.j] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s : OuterS;
|
||||
s.a1[uniforms.i].a2[uniforms.j] = v;
|
||||
}
|
||||
|
|
|
@ -1,20 +1,20 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
@binding(0) @group(0) var<storage, read_write> s1 : OuterS;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
s1.a1[uniforms.i] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
@binding(0) @group(0) var<storage, read_write> s1 : OuterS;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
s1.a1[uniforms.i] = v;
|
||||
}
|
||||
|
|
|
@ -1,25 +1,25 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
@binding(0) @group(0) var<storage, read_write> s : OuterS;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
s.a1[uniforms.i].a2[uniforms.j] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
j : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<S1>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
@binding(0) @group(0) var<storage, read_write> s : OuterS;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
s.a1[uniforms.i].a2[uniforms.j] = v;
|
||||
}
|
||||
|
|
|
@ -1,16 +1,16 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
m1 : mat2x4<f32>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
s1.m1[uniforms.i] = vec4<f32>(1.0);
|
||||
s1.m1[uniforms.i][uniforms.i] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
m1 : mat2x4<f32>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
s1.m1[uniforms.i] = vec4<f32>(1.0);
|
||||
s1.m1[uniforms.i][uniforms.i] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,22 +1,22 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i] = v;
|
||||
s1.a2[uniforms.i] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
a2 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.a1[uniforms.i] = v;
|
||||
s1.a2[uniforms.i] = v;
|
||||
}
|
||||
|
|
|
@ -1,24 +1,24 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
s2 : S1,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.s2.a[uniforms.i] = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct S1 {
|
||||
a : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
s2 : S1,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
s1.s2.a[uniforms.i] = v;
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
v1 : vec3<f32>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
s1.v1[uniforms.i] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
v1 : vec3<f32>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
s1.v1[uniforms.i] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<u32, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
fn f(i: u32) -> u32 {
|
||||
return i + 1u;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
var v : vec3<f32>;
|
||||
v[s1.a1[uniforms.i]] = 1.0;
|
||||
v[f(s1.a1[uniforms.i])] = 1.0;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<u32, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
fn f(i: u32) -> u32 {
|
||||
return i + 1u;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
var v : vec3<f32>;
|
||||
v[s1.a1[uniforms.i]] = 1.0;
|
||||
v[f(s1.a1[uniforms.i])] = 1.0;
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
let p = &(s1.a1[uniforms.i]);
|
||||
*p = v;
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var v : InnerS;
|
||||
var s1 : OuterS;
|
||||
let p = &(s1.a1[uniforms.i]);
|
||||
*p = v;
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
fn f(p : ptr<function, OuterS>) {
|
||||
var v : InnerS;
|
||||
(*p).a1[uniforms.i] = v;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
f(&s1);
|
||||
}
|
||||
struct Uniforms {
|
||||
i : u32,
|
||||
};
|
||||
struct InnerS {
|
||||
v : i32,
|
||||
};
|
||||
struct OuterS {
|
||||
a1 : array<InnerS, 8>,
|
||||
};
|
||||
@group(1) @binding(4) var<uniform> uniforms : Uniforms;
|
||||
|
||||
fn f(p : ptr<function, OuterS>) {
|
||||
var v : InnerS;
|
||||
(*p).a1[uniforms.i] = v;
|
||||
}
|
||||
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn main() {
|
||||
var s1 : OuterS;
|
||||
f(&s1);
|
||||
}
|
||||
|
|
|
@ -1,20 +1,20 @@
|
|||
@stage(compute) @workgroup_size(1)
|
||||
fn f() {
|
||||
var i : i32;
|
||||
var result : i32;
|
||||
switch(i) {
|
||||
case 0: {
|
||||
result = 10;
|
||||
}
|
||||
case 1: {
|
||||
result = 22;
|
||||
}
|
||||
case 2: {
|
||||
result = 33;
|
||||
}
|
||||
default: {
|
||||
result = 44;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn f() {
|
||||
var i : i32;
|
||||
var result : i32;
|
||||
switch(i) {
|
||||
case 0: {
|
||||
result = 10;
|
||||
}
|
||||
case 1: {
|
||||
result = 22;
|
||||
}
|
||||
case 2: {
|
||||
result = 33;
|
||||
}
|
||||
default: {
|
||||
result = 44;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
@stage(compute) @workgroup_size(1)
|
||||
fn f() {
|
||||
var i : i32;
|
||||
var result : i32;
|
||||
switch(i) {
|
||||
default: {
|
||||
result = 44;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@stage(compute) @workgroup_size(1)
|
||||
fn f() {
|
||||
var i : i32;
|
||||
var result : i32;
|
||||
switch(i) {
|
||||
default: {
|
||||
result = 44;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,39 +1,39 @@
|
|||
struct MyStruct {
|
||||
f1 : f32,
|
||||
};
|
||||
|
||||
type MyArray = array<f32, 10>;
|
||||
|
||||
fn ret_i32() -> i32 { return 1; }
|
||||
fn ret_u32() -> u32 { return 1u; }
|
||||
fn ret_f32() -> f32 { return 1.0; }
|
||||
fn ret_MyStruct() -> MyStruct { return MyStruct(); }
|
||||
fn ret_MyArray() -> MyArray { return MyArray(); }
|
||||
|
||||
// Local variables
|
||||
fn var_decls() {
|
||||
var v1 = 1;
|
||||
var v2 = 1u;
|
||||
var v3 = 1.0;
|
||||
|
||||
var v4 = vec3<i32>(1, 1, 1);
|
||||
var v5 = vec3<u32>(1u, 1u, 1u);
|
||||
var v6 = vec3<f32>(1.0, 1.0, 1.0);
|
||||
|
||||
var v7 = mat3x3<f32>(v6, v6, v6);
|
||||
|
||||
var v8 = MyStruct(1.0);
|
||||
var v9 = MyArray();
|
||||
|
||||
var v10 = ret_i32();
|
||||
var v11 = ret_u32();
|
||||
var v12 = ret_f32();
|
||||
var v13 = ret_MyStruct();
|
||||
var v14 = ret_MyStruct();
|
||||
var v15 = ret_MyArray();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
struct MyStruct {
|
||||
f1 : f32,
|
||||
};
|
||||
|
||||
type MyArray = array<f32, 10>;
|
||||
|
||||
fn ret_i32() -> i32 { return 1; }
|
||||
fn ret_u32() -> u32 { return 1u; }
|
||||
fn ret_f32() -> f32 { return 1.0; }
|
||||
fn ret_MyStruct() -> MyStruct { return MyStruct(); }
|
||||
fn ret_MyArray() -> MyArray { return MyArray(); }
|
||||
|
||||
// Local variables
|
||||
fn var_decls() {
|
||||
var v1 = 1;
|
||||
var v2 = 1u;
|
||||
var v3 = 1.0;
|
||||
|
||||
var v4 = vec3<i32>(1, 1, 1);
|
||||
var v5 = vec3<u32>(1u, 1u, 1u);
|
||||
var v6 = vec3<f32>(1.0, 1.0, 1.0);
|
||||
|
||||
var v7 = mat3x3<f32>(v6, v6, v6);
|
||||
|
||||
var v8 = MyStruct(1.0);
|
||||
var v9 = MyArray();
|
||||
|
||||
var v10 = ret_i32();
|
||||
var v11 = ret_u32();
|
||||
var v12 = ret_f32();
|
||||
var v13 = ret_MyStruct();
|
||||
var v14 = ret_MyStruct();
|
||||
var v15 = ret_MyArray();
|
||||
}
|
||||
|
||||
@stage(fragment)
|
||||
fn main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(0.0,0.0,0.0,0.0);
|
||||
}
|
||||
|
|
|
@ -82,9 +82,9 @@ tint_symbol_2 main(tint_symbol_1 tint_symbol) {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u1jmg.0:77: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u1jmg.0:77: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -82,9 +82,9 @@ tint_symbol_2 main(tint_symbol_1 tint_symbol) {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u1v1c.0:77: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u1v1c.0:77: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -93,9 +93,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u1r54.0:88: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u1r54.0:88: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -93,9 +93,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\usgc.0:88: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\usgc.0:88: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -67,9 +67,9 @@ tint_symbol_2 main(tint_symbol_1 tint_symbol) {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u17p0.0:62: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u17p0.0:62: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -67,9 +67,9 @@ tint_symbol_2 main(tint_symbol_1 tint_symbol) {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\uvqg.0:62: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\uvqg.0:62: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -115,5 +115,5 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
|
||||
|
|
|
@ -115,5 +115,5 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
|
||||
|
|
|
@ -45,9 +45,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u11r8.0:40: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u11r8.0:40: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -45,9 +45,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u1v50.0:40: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u1v50.0:40: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -50,9 +50,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u1f84.0:45: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u1f84.0:45: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -50,9 +50,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\uk3k.0:45: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\uk3k.0:45: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -54,5 +54,5 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
|
||||
|
|
|
@ -54,5 +54,5 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
Internal compiler error: access violation. Attempted to read from address 0x0000000000000048
|
||||
|
||||
|
|
|
@ -98,9 +98,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\umdw.0:93: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\umdw.0:93: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -110,9 +110,9 @@ tint_symbol main() {
|
|||
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
|
||||
return wrapper_result;
|
||||
}
|
||||
error: validation errors
|
||||
C:\src\temp\u1tig.0:105: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
error: validation errors
|
||||
C:\src\temp\u1tig.0:105: error: Loop must have break.
|
||||
Validation failed.
|
||||
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue