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transform: Don't unroll arrays in DecomposeMemoryAccess
Arrays can be extremely large, and having the load and store functions unroll the elements can make the complier explode. Fixed: chromium:1229233 Change-Id: Ieb5654254e16f5ce724a205d21d954ef9a0cd053 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/58382 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@chromium.org> Reviewed-by: David Neto <dneto@google.com> Auto-Submit: Ben Clayton <bclayton@google.com>
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Tint LUCI CQ
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c33503069c
commit
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@@ -19,7 +19,7 @@ struct tint_symbol_2 {
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float4 Position : SV_Position;
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};
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float4x4 tint_symbol_7(uint4 buffer[4], uint offset) {
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float4x4 tint_symbol_6(uint4 buffer[4], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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@@ -30,7 +30,7 @@ float4x4 tint_symbol_7(uint4 buffer[4], uint offset) {
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tint_symbol_2 vtx_main(tint_symbol_1 tint_symbol) {
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const VertexInput input = {tint_symbol.cur_position, tint_symbol.color};
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VertexOutput output = (VertexOutput)0;
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output.Position = mul(input.cur_position, tint_symbol_7(uniforms, 0u));
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output.Position = mul(input.cur_position, tint_symbol_6(uniforms, 0u));
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output.vtxFragColor = input.color;
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const tint_symbol_2 tint_symbol_8 = {output.vtxFragColor, output.Position};
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return tint_symbol_8;
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