Update sample code WGSL.
This CL fixes up the sample code to use ',' instead of ';' for struct members. This allows the Animometer and ComputeBoids samples to execute again after the Tint change. Change-Id: I96fae4fe3b96b0a6cc596edfd73013f2aa6ef0da Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101060 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Dan Sinclair <dsinclair@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@ -58,18 +58,18 @@ void init() {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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struct Constants {
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scale : f32;
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time : f32;
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offsetX : f32;
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offsetY : f32;
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scalar : f32;
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scalarOffset : f32;
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scale : f32,
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time : f32,
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offsetX : f32,
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offsetY : f32,
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scalar : f32,
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scalarOffset : f32,
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};
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@group(0) @binding(0) var<uniform> c : Constants;
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struct VertexOut {
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@location(0) v_color : vec4<f32>;
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@builtin(position) Position : vec4<f32>;
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@location(0) v_color : vec4<f32>,
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@builtin(position) Position : vec4<f32>,
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};
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@vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
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@ -97,9 +97,9 @@ void initBuffers() {
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void initRender() {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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struct VertexIn {
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@location(0) a_particlePos : vec2<f32>;
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@location(1) a_particleVel : vec2<f32>;
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@location(2) a_pos : vec2<f32>;
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@location(0) a_particlePos : vec2<f32>,
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@location(1) a_particleVel : vec2<f32>,
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@location(2) a_pos : vec2<f32>,
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};
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@vertex
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@ -149,21 +149,21 @@ void initRender() {
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void initSim() {
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wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
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struct Particle {
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pos : vec2<f32>;
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vel : vec2<f32>;
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pos : vec2<f32>,
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vel : vec2<f32>,
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};
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struct SimParams {
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deltaT : f32;
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rule1Distance : f32;
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rule2Distance : f32;
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rule3Distance : f32;
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rule1Scale : f32;
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rule2Scale : f32;
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rule3Scale : f32;
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particleCount : u32;
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deltaT : f32,
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rule1Distance : f32,
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rule2Distance : f32,
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rule3Distance : f32,
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rule1Scale : f32,
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rule2Scale : f32,
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rule3Scale : f32,
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particleCount : u32,
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};
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struct Particles {
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particles : array<Particle>;
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particles : array<Particle>,
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};
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@binding(0) @group(0) var<uniform> params : SimParams;
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@binding(1) @group(0) var<storage, read_write> particlesA : Particles;
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