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GLSL: swizzle out the dimension on cube arrays.
Note: ES doesn't support cube arrays, so this fixes the tests but does not cause them to pass. Bug: tint:1461 Change-Id: Ia2b1ffacab83dae58ac1b50eb04457da270d73e2 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/82363 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
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Tint LUCI CQ
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@@ -22,7 +22,7 @@ void main_1() {
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vec2 coords12 = vf12;
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vec3 coords123 = vf123;
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vec4 coords1234 = vf1234;
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ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy, textureSize(x_20_1, 0).z);
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ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy.xy, textureSize(x_20_1, 0).z);
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return;
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}
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@@ -22,7 +22,7 @@ void main_1() {
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vec2 coords12 = vf12;
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vec3 coords123 = vf123;
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vec4 coords1234 = vf1234;
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ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy, textureSize(x_20_1, 0).z);
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ivec3 x_99 = ivec3(textureSize(x_20_1, i1).xy.xy, textureSize(x_20_1, 0).z);
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return;
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}
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