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:
Ben Clayton
2022-04-08 14:18:28 +00:00
committed by Dawn LUCI CQ
parent 6249b24581
commit 4d36557bce
54 changed files with 1248 additions and 1243 deletions

View File

@@ -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);
}

View File

@@ -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];
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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);
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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;
}

View File

@@ -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);
}