GLSL: add location layout qualifier before in/out variables.

Bug: tint:1398
Change-Id: I89c985d01d539ed166661ee5e858247cde4702b3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78080
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-01-25 19:44:14 +00:00
committed by Tint LUCI CQ
parent fc792989e1
commit 8e01c45e54
181 changed files with 382 additions and 352 deletions

View File

@@ -21,10 +21,10 @@ void tint_symbol(tint_symbol_2 tint_symbol_1) {
tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
return;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;

View File

@@ -28,10 +28,10 @@ void tint_symbol(tint_symbol_2 tint_symbol_1) {
tint_symbol_inner(tint_symbol_3);
return;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;

View File

@@ -39,10 +39,10 @@ void tint_symbol(tint_symbol_2 tint_symbol_1) {
tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2);
return;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;

View File

@@ -25,7 +25,7 @@ tint_symbol main0() {
wrapper_result.value = inner_result;
return wrapper_result;
}
out int value;
layout(location = 0) out int value;
void main() {
tint_symbol outputs;
outputs = main0();
@@ -60,7 +60,7 @@ tint_symbol_1 main1() {
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
out uint value;
layout(location = 1) out uint value;
void main() {
tint_symbol_1 outputs;
outputs = main1();
@@ -95,7 +95,7 @@ tint_symbol_2 main2() {
wrapper_result_2.value = inner_result_2;
return wrapper_result_2;
}
out float value;
layout(location = 2) out float value;
void main() {
tint_symbol_2 outputs;
outputs = main2();
@@ -129,7 +129,7 @@ tint_symbol_3 main3() {
wrapper_result_3.value = inner_result_3;
return wrapper_result_3;
}
out vec4 value;
layout(location = 3) out vec4 value;
void main() {
tint_symbol_3 outputs;
outputs = main3();

View File

@@ -28,10 +28,10 @@ tint_symbol_1 tint_symbol() {
wrapper_result.loc3 = inner_result.loc3;
return wrapper_result;
}
out int loc0;
out uint loc1;
out float loc2;
out vec4 loc3;
layout(location = 0) out int loc0;
layout(location = 1) out uint loc1;
layout(location = 2) out float loc2;
layout(location = 3) out vec4 loc3;
void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();

View File

@@ -36,10 +36,10 @@ tint_symbol_1 tint_symbol() {
wrapper_result.loc3 = inner_result.loc3;
return wrapper_result;
}
out int loc0;
out uint loc1;
out float loc2;
out vec4 loc3;
layout(location = 0) out int loc0;
layout(location = 1) out uint loc1;
layout(location = 2) out float loc2;
layout(location = 3) out vec4 loc3;
void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();

View File

@@ -19,14 +19,14 @@ void tint_symbol(tint_symbol_3 tint_symbol_2) {
tint_symbol_inner(tint_symbol_2.none, tint_symbol_2.tint_symbol_1, tint_symbol_2.perspective_center, tint_symbol_2.perspective_centroid, tint_symbol_2.perspective_sample, tint_symbol_2.linear_center, tint_symbol_2.linear_centroid, tint_symbol_2.linear_sample);
return;
}
in float none;
in float tint_symbol_1;
in float perspective_center;
in float perspective_centroid;
in float perspective_sample;
in float linear_center;
in float linear_centroid;
in float linear_sample;
layout(location = 0) in float none;
layout(location = 1) in float tint_symbol_1;
layout(location = 2) in float perspective_center;
layout(location = 3) in float perspective_centroid;
layout(location = 4) in float perspective_sample;
layout(location = 5) in float linear_center;
layout(location = 6) in float linear_centroid;
layout(location = 7) in float linear_sample;
void main() {
tint_symbol_3 inputs;
inputs.none = none;

View File

@@ -30,14 +30,14 @@ void tint_symbol_1(tint_symbol_4 tint_symbol_3) {
tint_symbol_1_inner(tint_symbol_5);
return;
}
in float none;
in float tint_symbol;
in float perspective_center;
in float perspective_centroid;
in float perspective_sample;
in float linear_center;
in float linear_centroid;
in float linear_sample;
layout(location = 0) in float none;
layout(location = 1) in float tint_symbol;
layout(location = 2) in float perspective_center;
layout(location = 3) in float perspective_centroid;
layout(location = 4) in float perspective_sample;
layout(location = 5) in float linear_center;
layout(location = 6) in float linear_centroid;
layout(location = 7) in float linear_sample;
void main() {
tint_symbol_4 inputs;
inputs.none = none;

View File

@@ -44,10 +44,10 @@ tint_symbol vert_main() {
wrapper_result.pos = inner_result.pos;
return wrapper_result;
}
out int i;
out uint u;
out ivec4 vi;
out uvec4 vu;
layout(location = 0) out int i;
layout(location = 1) out uint u;
layout(location = 2) out ivec4 vi;
layout(location = 3) out uvec4 vu;
void main() {
tint_symbol outputs;
outputs = vert_main();
@@ -99,11 +99,11 @@ tint_symbol_3 frag_main(tint_symbol_2 tint_symbol_1) {
wrapper_result_1.value = inner_result_1;
return wrapper_result_1;
}
in int i;
in uint u;
in ivec4 vi;
in uvec4 vu;
out int value;
layout(location = 0) in int i;
layout(location = 1) in uint u;
layout(location = 2) in ivec4 vi;
layout(location = 3) in uvec4 vu;
layout(location = 0) out int value;
void main() {
tint_symbol_2 inputs;
inputs.i = i;

View File

@@ -43,14 +43,14 @@ tint_symbol_2 tint_symbol_1() {
wrapper_result.linear_sample = inner_result.linear_sample;
return wrapper_result;
}
out float none;
out float tint_symbol;
out float perspective_center;
out float perspective_centroid;
out float perspective_sample;
out float linear_center;
out float linear_centroid;
out float linear_sample;
layout(location = 0) out float none;
layout(location = 1) out float tint_symbol;
layout(location = 2) out float perspective_center;
layout(location = 3) out float perspective_centroid;
layout(location = 4) out float perspective_sample;
layout(location = 5) out float linear_center;
layout(location = 6) out float linear_centroid;
layout(location = 7) out float linear_sample;
void main() {
tint_symbol_2 outputs;
outputs = tint_symbol_1();

View File

@@ -31,8 +31,8 @@ tint_symbol vert_main() {
wrapper_result.pos = inner_result.pos;
return wrapper_result;
}
out float col1;
out float col2;
layout(location = 1) out float col1;
layout(location = 2) out float col2;
void main() {
tint_symbol outputs;
outputs = vert_main();
@@ -72,8 +72,8 @@ void frag_main(tint_symbol_2 tint_symbol_1) {
frag_main_inner(tint_symbol_3);
return;
}
in float col1;
in float col2;
layout(location = 1) in float col1;
layout(location = 2) in float col2;
void main() {
tint_symbol_2 inputs;
inputs.col1 = col1;

View File

@@ -32,7 +32,7 @@ tint_symbol vert_main1() {
wrapper_result.loc0 = inner_result.loc0;
return wrapper_result;
}
out int loc0;
layout(location = 0) out int loc0;
void main() {
tint_symbol outputs;
outputs = vert_main1();
@@ -75,7 +75,7 @@ tint_symbol_1 vert_main2() {
wrapper_result_1.loc0 = inner_result_1.loc0;
return wrapper_result_1;
}
out int loc0;
layout(location = 0) out int loc0;
void main() {
tint_symbol_1 outputs;
outputs = vert_main2();

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@@ -33,8 +33,8 @@ void frag_main(tint_symbol_3 tint_symbol_2) {
frag_main_inner(tint_symbol_4);
return;
}
in float f;
in uint u;
layout(location = 0) in float f;
layout(location = 1) in uint u;
void main() {
tint_symbol_3 inputs;
inputs.f = f;

View File

@@ -25,10 +25,10 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
wrapper_result.value = inner_result;
return wrapper_result;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;

View File

@@ -32,10 +32,10 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
wrapper_result.value = inner_result;
return wrapper_result;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;

View File

@@ -38,10 +38,10 @@ tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
wrapper_result.value = inner_result;
return wrapper_result;
}
in int loc0;
in uint loc1;
in float loc2;
in vec4 loc3;
layout(location = 0) in int loc0;
layout(location = 1) in uint loc1;
layout(location = 2) in float loc2;
layout(location = 3) in vec4 loc3;
void main() {
tint_symbol_2 inputs;
inputs.loc0 = loc0;

View File

@@ -31,10 +31,10 @@ tint_symbol_1 tint_symbol() {
wrapper_result.position = inner_result.position;
return wrapper_result;
}
out int loc0;
out uint loc1;
out float loc2;
out vec4 loc3;
layout(location = 0) out int loc0;
layout(location = 1) out uint loc1;
layout(location = 2) out float loc2;
layout(location = 3) out vec4 loc3;
void main() {
tint_symbol_1 outputs;
outputs = tint_symbol();