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https://github.com/encounter/dawn-cmake.git
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writers: Use the new sem::Module::DependencyOrderedDeclarations
As the resolver currently enforces in-order declarations, this does not change the declaration order from iterating over the ast::Module::GlobalDeclarations. The MSL backend has been changed to use the sem::Module::DependencyOrderedDeclarations list instead of looping over different declaration types separately. Bug: tint:1266 Change-Id: I698d612032285311017bfceab3c42adae1928a0e Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79767 Reviewed-by: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
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@@ -6,31 +6,10 @@ struct tint_symbol_1 {
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float2 a_particleVel [[attribute(1)]];
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float2 a_pos [[attribute(2)]];
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};
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struct tint_symbol_2 {
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float4 value [[position]];
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};
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struct tint_symbol_3 {
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float4 value [[color(0)]];
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};
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struct Particle {
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/* 0x0000 */ float2 pos;
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/* 0x0008 */ float2 vel;
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};
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struct SimParams {
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/* 0x0000 */ float deltaT;
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/* 0x0004 */ float rule1Distance;
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/* 0x0008 */ float rule2Distance;
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/* 0x000c */ float rule3Distance;
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/* 0x0010 */ float rule1Scale;
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/* 0x0014 */ float rule2Scale;
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/* 0x0018 */ float rule3Scale;
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};
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struct tint_array_wrapper {
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/* 0x0000 */ Particle arr[5];
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};
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struct Particles {
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/* 0x0000 */ tint_array_wrapper particles;
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};
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float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
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float angle = -(atan2(a_particleVel[0], a_particleVel[1]));
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@@ -45,6 +24,10 @@ vertex tint_symbol_2 vert_main(tint_symbol_1 tint_symbol [[stage_in]]) {
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return wrapper_result;
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}
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struct tint_symbol_3 {
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float4 value [[color(0)]];
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};
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float4 frag_main_inner() {
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return float4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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@@ -56,6 +39,29 @@ fragment tint_symbol_3 frag_main() {
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return wrapper_result_1;
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}
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struct Particle {
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/* 0x0000 */ float2 pos;
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/* 0x0008 */ float2 vel;
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};
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struct SimParams {
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/* 0x0000 */ float deltaT;
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/* 0x0004 */ float rule1Distance;
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/* 0x0008 */ float rule2Distance;
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/* 0x000c */ float rule3Distance;
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/* 0x0010 */ float rule1Scale;
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/* 0x0014 */ float rule2Scale;
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/* 0x0018 */ float rule3Scale;
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};
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struct tint_array_wrapper {
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/* 0x0000 */ Particle arr[5];
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};
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struct Particles {
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/* 0x0000 */ tint_array_wrapper particles;
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};
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void comp_main_inner(uint3 gl_GlobalInvocationID, device Particles* const tint_symbol_4, const constant SimParams* const tint_symbol_5, device Particles* const tint_symbol_6) {
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uint index = gl_GlobalInvocationID[0];
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if ((index >= 5u)) {
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@@ -4,28 +4,26 @@ using namespace metal;
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struct Uniforms {
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/* 0x0000 */ float4x4 modelViewProjectionMatrix;
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};
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struct VertexInput {
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float4 cur_position;
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float4 color;
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};
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struct VertexOutput {
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float4 vtxFragColor;
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float4 Position;
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};
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struct tint_symbol_1 {
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float4 cur_position [[attribute(0)]];
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float4 color [[attribute(1)]];
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};
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struct tint_symbol_2 {
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float4 vtxFragColor [[user(locn0)]];
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float4 Position [[position]];
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};
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struct tint_symbol_4 {
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float4 fragColor [[user(locn0)]];
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};
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struct tint_symbol_5 {
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float4 value [[color(0)]];
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};
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VertexOutput vtx_main_inner(VertexInput input, const constant Uniforms* const tint_symbol_7) {
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VertexOutput output = {};
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@@ -43,6 +41,14 @@ vertex tint_symbol_2 vtx_main(const constant Uniforms* tint_symbol_8 [[buffer(0)
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return wrapper_result;
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}
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struct tint_symbol_4 {
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float4 fragColor [[user(locn0)]];
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};
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struct tint_symbol_5 {
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float4 value [[color(0)]];
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};
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float4 frag_main_inner(float4 fragColor) {
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return fragColor;
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}
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@@ -1,13 +1,13 @@
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#include <metal_stdlib>
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using namespace metal;
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void bar() {
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}
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struct tint_symbol_1 {
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float4 value [[color(0)]];
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};
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void bar() {
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}
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float4 tint_symbol_inner() {
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float2 a = float2();
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bar();
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@@ -1,18 +1,19 @@
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#include <metal_stdlib>
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using namespace metal;
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struct main_out {
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float4 gl_Position;
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};
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struct tint_symbol_1 {
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float4 gl_Position [[position]];
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};
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void main_1(thread float4* const tint_symbol_3) {
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*(tint_symbol_3) = float4(0.0f, 0.0f, 0.0f, 0.0f);
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return;
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}
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struct main_out {
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float4 gl_Position;
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};
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struct tint_symbol_1 {
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float4 gl_Position [[position]];
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};
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main_out tint_symbol_inner(thread float4* const tint_symbol_4) {
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main_1(tint_symbol_4);
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main_out const tint_symbol_2 = {.gl_Position=*(tint_symbol_4)};
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@@ -4,14 +4,13 @@ using namespace metal;
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struct tint_array_wrapper {
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float2 arr[3];
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};
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constant tint_array_wrapper pos = {.arr={float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)}};
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struct tint_symbol {
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float4 value [[position]];
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};
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struct tint_symbol_1 {
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float4 value [[color(0)]];
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};
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constant tint_array_wrapper pos = {.arr={float2(0.0f, 0.5f), float2(-0.5f, -0.5f), float2(0.5f, -0.5f)}};
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float4 vtx_main_inner(uint VertexIndex) {
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return float4(pos.arr[VertexIndex], 0.0f, 1.0f);
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}
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@@ -23,6 +22,10 @@ vertex tint_symbol vtx_main(uint VertexIndex [[vertex_id]]) {
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return wrapper_result;
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}
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struct tint_symbol_1 {
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float4 value [[color(0)]];
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};
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float4 frag_main_inner() {
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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