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GLSL: only emit default precision qualifier for frag shader.
Other shader types don't need this. Also fix code style of member var. Bug: tint:1360 Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Tint LUCI CQ
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct Inner {
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ivec3 a;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct Inner {
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ivec3 a;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct Inner {
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int x;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct Inner {
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int x;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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float inner[4];
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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float inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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int inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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mat2 inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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mat2x3 inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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mat3x2 inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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mat4 inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct S {
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float f;
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@@ -1,7 +1,6 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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struct Inner {
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float f;
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@@ -27,8 +26,8 @@ void main() {
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:19: 'assign' : cannot convert from 'layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer structure{ global mediump float f} inner}' to 'layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer structure{ global mediump float f} inner}'
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ERROR: 0:19: '' : compilation terminated
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ERROR: 0:18: 'assign' : cannot convert from 'layout( binding=0 column_major std430) buffer block{layout( column_major std430 offset=0) buffer structure{ global highp float f} inner}' to 'layout( binding=1 column_major std430) buffer block{layout( column_major std430 offset=0) buffer structure{ global highp float f} inner}'
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ERROR: 0:18: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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uint inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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ivec2 inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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uvec3 inner;
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@@ -1,5 +1,4 @@
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#version 310 es
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precision mediump float;
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struct tint_symbol_block {
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vec4 inner;
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