mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-08 21:17:45 +00:00
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:
committed by
Dawn LUCI CQ
parent
6249b24581
commit
4d36557bce
@@ -1,63 +1,63 @@
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struct Uniforms {
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u_scale : vec2<f32>,
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u_offset : vec2<f32>,
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};
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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@location(0) texcoords : vec2<f32>,
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@builtin(position) position : vec4<f32>,
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};
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@stage(vertex) fn vs_main(
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@builtin(vertex_index) VertexIndex : u32
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) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(
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vec2<f32>(-0.5, 0.0),
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vec2<f32>( 1.5, 0.0),
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vec2<f32>( 0.5, 2.0));
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var output : VertexOutputs;
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output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
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// flipY case can get negative number.
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var flipY = uniforms.u_scale.y < 0.0;
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// Texture coordinate takes top-left as origin point. We need to map the
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// texture to triangle carefully.
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if (flipY) {
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// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
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// Adopt transform to src texture and then mapping it to triangle coord which
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// do a +1 shift on Y dimension will help us got that mirror position perfectly.
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output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
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} else {
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// For the normal case, we need to get the exact position.
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// So mapping texture to triangle firstly then adopt the transform.
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output.texcoords = (texcoord[VertexIndex] *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
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uniforms.u_scale + uniforms.u_offset;
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}
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return output;
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}
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@binding(1) @group(0) var mySampler: sampler;
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@binding(2) @group(0) var myTexture: texture_2d<f32>;
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@stage(fragment) fn fs_main(
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@location(0) texcoord : vec2<f32>
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) -> @location(0) vec4<f32> {
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// Clamp the texcoord and discard the out-of-bound pixels.
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var clampedTexcoord =
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clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (!all(clampedTexcoord == texcoord)) {
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discard;
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}
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var srcColor = textureSample(myTexture, mySampler, texcoord);
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// Swizzling of texture formats when sampling / rendering is handled by the
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// hardware so we don't need special logic in this shader. This is covered by tests.
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return srcColor;
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}
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struct Uniforms {
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u_scale : vec2<f32>,
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u_offset : vec2<f32>,
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};
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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@location(0) texcoords : vec2<f32>,
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@builtin(position) position : vec4<f32>,
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};
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@stage(vertex) fn vs_main(
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@builtin(vertex_index) VertexIndex : u32
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) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(
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vec2<f32>(-0.5, 0.0),
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vec2<f32>( 1.5, 0.0),
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vec2<f32>( 0.5, 2.0));
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var output : VertexOutputs;
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output.position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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// Y component of scale is calculated by the copySizeHeight / textureHeight. Only
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// flipY case can get negative number.
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var flipY = uniforms.u_scale.y < 0.0;
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// Texture coordinate takes top-left as origin point. We need to map the
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// texture to triangle carefully.
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if (flipY) {
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// We need to get the mirror positions(mirrored based on y = 0.5) on flip cases.
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// Adopt transform to src texture and then mapping it to triangle coord which
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// do a +1 shift on Y dimension will help us got that mirror position perfectly.
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output.texcoords = (texcoord[VertexIndex] * uniforms.u_scale + uniforms.u_offset) *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0);
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} else {
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// For the normal case, we need to get the exact position.
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// So mapping texture to triangle firstly then adopt the transform.
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output.texcoords = (texcoord[VertexIndex] *
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vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
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uniforms.u_scale + uniforms.u_offset;
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}
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return output;
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}
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@binding(1) @group(0) var mySampler: sampler;
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@binding(2) @group(0) var myTexture: texture_2d<f32>;
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@stage(fragment) fn fs_main(
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@location(0) texcoord : vec2<f32>
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) -> @location(0) vec4<f32> {
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// Clamp the texcoord and discard the out-of-bound pixels.
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var clampedTexcoord =
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clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (!all(clampedTexcoord == texcoord)) {
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discard;
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}
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var srcColor = textureSample(myTexture, mySampler, texcoord);
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// Swizzling of texture formats when sampling / rendering is handled by the
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// hardware so we don't need special logic in this shader. This is covered by tests.
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return srcColor;
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}
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@@ -1,28 +1,28 @@
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// 1112.wgsl
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@group(0) @binding(0) var Sampler: sampler;
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@group(0) @binding(1) var randomTexture: texture_2d<f32>;
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@group(0) @binding(2) var depthTexture: texture_2d<f32>;
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@stage(fragment)
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fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
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let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
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var i = 0;
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loop {
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if (i < 1) {
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} else {
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break;
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}
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let offset : vec3<f32> = vec3<f32>(random.x);
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if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
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i = i + 1;
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continue;
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}
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let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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i = i + 1;
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}
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return vec4<f32>(1.0);
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}
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// 1112.wgsl
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@group(0) @binding(0) var Sampler: sampler;
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@group(0) @binding(1) var randomTexture: texture_2d<f32>;
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@group(0) @binding(2) var depthTexture: texture_2d<f32>;
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@stage(fragment)
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fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
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let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
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var i = 0;
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loop {
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if (i < 1) {
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} else {
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break;
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}
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let offset : vec3<f32> = vec3<f32>(random.x);
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if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
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i = i + 1;
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continue;
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}
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let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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i = i + 1;
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}
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return vec4<f32>(1.0);
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}
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@@ -1,23 +1,23 @@
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struct Simulation {
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i : u32,
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};
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struct Particle {
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position : array<vec3<f32>, 8>,
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lifetime : f32,
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color : vec4<f32>,
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velocity : vec3<f32>,
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};
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struct Particles {
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p : array<Particle>,
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};
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@group(1) @binding(3) var<storage, read> particles : Particles;
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@group(1) @binding(4) var<uniform> sim : Simulation;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var particle = particles.p[0];
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particle.position[sim.i] = particle.position[sim.i];
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}
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struct Simulation {
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i : u32,
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};
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struct Particle {
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position : array<vec3<f32>, 8>,
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lifetime : f32,
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color : vec4<f32>,
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velocity : vec3<f32>,
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};
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struct Particles {
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p : array<Particle>,
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};
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@group(1) @binding(3) var<storage, read> particles : Particles;
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@group(1) @binding(4) var<uniform> sim : Simulation;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var particle = particles.p[0];
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particle.position[sim.i] = particle.position[sim.i];
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}
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@@ -1,12 +1,12 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var m1 : mat2x4<f32>;
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m1[uniforms.i][0] = 1.0;
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var m1 : mat2x4<f32>;
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m1[uniforms.i][0] = 1.0;
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}
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@@ -1,12 +1,12 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var m1 : mat2x4<f32>;
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m1[uniforms.i][uniforms.j] = 1.0;
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var m1 : mat2x4<f32>;
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m1[uniforms.i][uniforms.j] = 1.0;
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}
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@@ -1,13 +1,13 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[0][uniforms.j] = 1.0;
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[0][uniforms.j] = 1.0;
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}
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@@ -1,12 +1,12 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var m1 : mat2x4<f32>;
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m1[uniforms.i] = vec4<f32>(1.0);
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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@stage(compute) @workgroup_size(1)
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fn main() {
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var m1 : mat2x4<f32>;
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m1[uniforms.i] = vec4<f32>(1.0);
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}
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@@ -1,13 +1,13 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[uniforms.i][0] = 1.0;
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[uniforms.i][0] = 1.0;
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}
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@@ -1,13 +1,13 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[uniforms.i][uniforms.j] = 1.0;
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[uniforms.i][uniforms.j] = 1.0;
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}
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|
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@@ -1,13 +1,13 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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|
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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|
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[0][uniforms.j] = 1.0;
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}
|
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struct Uniforms {
|
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[0][uniforms.j] = 1.0;
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}
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@@ -1,13 +1,13 @@
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[uniforms.i] = vec4<f32>(1.0);
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}
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struct Uniforms {
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i : u32,
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j : u32,
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};
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@group(1) @binding(4) var<uniform> uniforms : Uniforms;
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var<private> m1 : mat2x4<f32>;
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@stage(compute) @workgroup_size(1)
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fn main() {
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m1[uniforms.i] = vec4<f32>(1.0);
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}
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@@ -1,117 +1,117 @@
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struct Scene {
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vEyePosition : vec4<f32>,
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};
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struct Material {
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vDiffuseColor : vec4<f32>,
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vAmbientColor : vec3<f32>,
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dummy: f32,
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vEmissiveColor : vec3<f32>,
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dummy2: f32,
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};
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struct Mesh {
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visibility : f32,
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};
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var<private> fClipDistance3 : f32;
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var<private> fClipDistance4 : f32;
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@group(0) @binding(0) var<uniform> x_29 : Scene;
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||||
@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.
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user