mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-09 21:47:47 +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
@@ -1,28 +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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@@ -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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@@ -1,13 +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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