GLSL: standardize layout() formatting (whitespace change).

Change-Id: Id0c879c597e02da32350b2ee4878991fe78c470f
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78221
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White 2022-01-25 20:06:05 +00:00 committed by Tint LUCI CQ
parent 8e01c45e54
commit c8c0e2ea38
323 changed files with 601 additions and 601 deletions

View File

@ -1680,7 +1680,7 @@ bool GeneratorImpl::EmitUniformVariable(const sem::Variable* var) {
return false;
}
ast::VariableBindingPoint bp = decl->BindingPoint();
line() << "layout (binding = " << bp.binding->value << ") uniform "
line() << "layout(binding = " << bp.binding->value << ") uniform "
<< UniqueIdentifier(StructName(str)) << " {";
EmitStructMembers(current_buffer_, str);
auto name = builder_.Symbols().NameFor(decl->symbol);
@ -1699,7 +1699,7 @@ bool GeneratorImpl::EmitStorageVariable(const sem::Variable* var) {
return false;
}
ast::VariableBindingPoint bp = decl->BindingPoint();
line() << "layout (binding = " << bp.binding->value << ") buffer "
line() << "layout(binding = " << bp.binding->value << ") buffer "
<< UniqueIdentifier(StructName(str)) << " {";
EmitStructMembers(current_buffer_, str);
auto name = builder_.Symbols().NameFor(decl->symbol);

View File

@ -438,7 +438,7 @@ struct UBO {
vec4 coord;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
vec4 coord;
} ubo;
@ -491,7 +491,7 @@ struct Uniforms {
vec4 coord;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
vec4 coord;
} uniforms;
@ -546,7 +546,7 @@ struct Data {
float b;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
int a;
float b;
} coord;
@ -602,7 +602,7 @@ struct Data {
float b;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
int a;
float b;
} coord;
@ -654,7 +654,7 @@ struct Data {
float b;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
int a;
float b;
} coord;
@ -707,7 +707,7 @@ struct Data {
float b;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
int a;
float b;
} coord;
@ -761,7 +761,7 @@ struct S {
float x;
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
float x;
} coord;
@ -820,7 +820,7 @@ struct S {
float x;
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
float x;
} coord;
@ -1089,7 +1089,7 @@ struct Data {
float d;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
float d;
} data;

View File

@ -301,7 +301,7 @@ struct Data {
mat2x3 b;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
int a;
mat2x3 b;
} data;
@ -351,7 +351,7 @@ struct Data {
mat4x3 a;
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
float z;
mat4x3 a;
} data;
@ -399,7 +399,7 @@ struct Data {
int a[5];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
float z;
int a[5];
} data;
@ -448,7 +448,7 @@ struct Data {
int a[5];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
float z;
int a[5];
} data;
@ -494,7 +494,7 @@ struct Data {
int a[5];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
float z;
int a[5];
} data;
@ -554,7 +554,7 @@ struct Data {
Inner c[4];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
Inner c[4];
} data;
@ -616,7 +616,7 @@ struct Data {
Inner c[4];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
Inner c[4];
} data;
@ -678,7 +678,7 @@ struct Data {
Inner c[4];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
Inner c[4];
} data;
@ -740,7 +740,7 @@ struct Data {
Inner c[4];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
Inner c[4];
} data;
@ -798,7 +798,7 @@ struct Data {
Inner c[4];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
Inner c[4];
} data;
@ -860,7 +860,7 @@ struct Data {
Inner c[4];
};
layout (binding = 0) buffer Data_1 {
layout(binding = 0) buffer Data_1 {
Inner c[4];
} data;

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@ -52,7 +52,7 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength) {
precision mediump float;
layout (binding = 1) buffer my_struct_1 {
layout(binding = 1) buffer my_struct_1 {
float a[];
} b;
@ -103,7 +103,7 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength_OtherMembersInStruct) {
precision mediump float;
layout (binding = 1) buffer my_struct_1 {
layout(binding = 1) buffer my_struct_1 {
float z;
float a[];
} b;
@ -157,7 +157,7 @@ TEST_F(GlslSanitizerTest, Call_ArrayLength_ViaLets) {
precision mediump float;
layout (binding = 1) buffer my_struct_1 {
layout(binding = 1) buffer my_struct_1 {
float a[];
} b;

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@ -17,10 +17,10 @@ struct S {
ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
shared ivec4 src_workgroup[4];
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
ivec4 arr[4];
} src_uniform;
layout (binding = 1) buffer S_2 {
layout(binding = 1) buffer S_2 {
ivec4 arr[4];
} src_storage;

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@ -17,10 +17,10 @@ struct S {
ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
shared ivec4 src_workgroup[4];
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
ivec4 arr[4];
} src_uniform;
layout (binding = 1) buffer S_2 {
layout(binding = 1) buffer S_2 {
ivec4 arr[4];
} src_storage;
ivec4 dst[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));

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@ -20,16 +20,16 @@ struct S_nested {
ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
shared ivec4 src_workgroup[4];
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
ivec4 arr[4];
} src_uniform;
layout (binding = 1) buffer S_2 {
layout(binding = 1) buffer S_2 {
ivec4 arr[4];
} src_storage;
layout (binding = 2) buffer S_3 {
layout(binding = 2) buffer S_3 {
ivec4 arr[4];
} dst;
layout (binding = 3) buffer S_nested_1 {
layout(binding = 3) buffer S_nested_1 {
int arr[4][3][2];
} dst_nested;

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@ -17,10 +17,10 @@ struct S {
ivec4 src_private[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
shared ivec4 src_workgroup[4];
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
ivec4 arr[4];
} src_uniform;
layout (binding = 1) buffer S_2 {
layout(binding = 1) buffer S_2 {
ivec4 arr[4];
} src_storage;
shared ivec4 dst[4];

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@ -14,10 +14,10 @@ struct Uniforms {
float scalarOffset;
};
layout (binding = 0) uniform Time_1 {
layout(binding = 0) uniform Time_1 {
float value;
} time;
layout (binding = 1) uniform Uniforms_1 {
layout(binding = 1) uniform Uniforms_1 {
float scale;
float offsetX;
float offsetY;

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@ -9,7 +9,7 @@ struct RenderParams {
vec3 up;
};
layout (binding = 0) uniform RenderParams_1 {
layout(binding = 0) uniform RenderParams_1 {
mat4 modelViewProjectionMatrix;
vec3 right;
vec3 up;
@ -253,11 +253,11 @@ struct Particle {
vec3 velocity;
};
layout (binding = 0) uniform SimulationParams_1 {
layout(binding = 0) uniform SimulationParams_1 {
float deltaTime;
vec4 seed;
} sim_params;
layout (binding = 1) buffer Particles_1 {
layout(binding = 1) buffer Particles_1 {
Particle particles[];
} data;
@ -380,13 +380,13 @@ struct UBO {
uint width;
};
layout (binding = 3) uniform UBO_1 {
layout(binding = 3) uniform UBO_1 {
uint width;
} ubo;
layout (binding = 4) buffer Buffer_1 {
layout(binding = 4) buffer Buffer_1 {
float weights[];
} buf_in;
layout (binding = 5) buffer Buffer_2 {
layout(binding = 5) buffer Buffer_2 {
float weights[];
} buf_out;
@ -470,13 +470,13 @@ struct UBO {
uint width;
};
layout (binding = 3) uniform UBO_1 {
layout(binding = 3) uniform UBO_1 {
uint width;
} ubo;
layout (binding = 4) buffer Buffer_1 {
layout(binding = 4) buffer Buffer_1 {
float weights[];
} buf_in;
layout (binding = 5) buffer Buffer_2 {
layout(binding = 5) buffer Buffer_2 {
float weights[];
} buf_out;

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@ -11,7 +11,7 @@ struct Scene {
vec3 lightPos;
};
layout (binding = 0) uniform Scene_1 {
layout(binding = 0) uniform Scene_1 {
mat4 lightViewProjMatrix;
mat4 cameraViewProjMatrix;
vec3 lightPos;

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@ -25,7 +25,7 @@ struct Camera {
float zFar;
};
layout (binding = 0) uniform Camera_1 {
layout(binding = 0) uniform Camera_1 {
mat4 projection;
mat4 inverseProjection;
mat4 view;
@ -46,7 +46,7 @@ struct ClusterLightGroup {
uint indices[1769472];
};
layout (binding = 1) buffer ClusterLightGroup_1 {
layout(binding = 1) buffer ClusterLightGroup_1 {
uint offset;
ClusterLights lights[27648];
uint indices[1769472];
@ -59,7 +59,7 @@ struct Light {
float intensity;
};
layout (binding = 2) buffer GlobalLights_1 {
layout(binding = 2) buffer GlobalLights_1 {
vec3 ambient;
vec3 dirColor;
float dirIntensity;
@ -85,7 +85,7 @@ uint getClusterIndex(vec4 fragCoord) {
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
}
layout (binding = 6) buffer LightShadowTable_1 {
layout(binding = 6) buffer LightShadowTable_1 {
int light[];
} lightShadowTable;
vec2 shadowSampleOffsets[16] = vec2[16](vec2(-1.5f, -1.5f), vec2(-1.5f, -0.5f), vec2(-1.5f, 0.5f), vec2(-1.5f, 1.5f), vec2(-0.5f, -1.5f), vec2(-0.5f, -0.5f), vec2(-0.5f, 0.5f), vec2(-0.5f, 1.5f), vec2(0.5f, -1.5f), vec2(0.5f, -0.5f), vec2(0.5f, 0.5f), vec2(0.5f, 1.5f), vec2(1.5f, -1.5f), vec2(1.5f, -0.5f), vec2(1.5f, 0.5f), vec2(1.5f, 1.5f));
@ -96,7 +96,7 @@ struct ShadowProperties {
mat4 viewProj;
};
layout (binding = 7) buffer LightShadows_1 {
layout(binding = 7) buffer LightShadows_1 {
ShadowProperties properties[];
} shadow;
uniform highp sampler2D shadowTexture_1;
@ -188,7 +188,7 @@ struct Material {
float alphaCutoff;
};
layout (binding = 8) uniform Material_1 {
layout(binding = 8) uniform Material_1 {
vec4 baseColorFactor;
vec3 emissiveFactor;
float occlusionStrength;

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@ -39,7 +39,7 @@ struct Camera {
float zFar;
};
layout (binding = 0) uniform Camera_1 {
layout(binding = 0) uniform Camera_1 {
mat4 projection;
mat4 inverseProjection;
mat4 view;
@ -50,10 +50,10 @@ layout (binding = 0) uniform Camera_1 {
float zFar;
} camera;
layout (binding = 1) buffer Joints_1 {
layout(binding = 1) buffer Joints_1 {
mat4 matrices[];
} joint;
layout (binding = 2) buffer Joints_2 {
layout(binding = 2) buffer Joints_2 {
mat4 matrices[];
} inverseBind;

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@ -13,7 +13,7 @@ struct Inner {
ivec4 i[4];
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
Inner arr[];
} s;

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@ -13,7 +13,7 @@ struct Inner {
ivec4 i[4];
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
Inner arr[];
} s;

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@ -17,7 +17,7 @@ struct S {
Inner j[4];
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
ivec3 a;
int b;
uvec3 c;

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@ -17,7 +17,7 @@ struct S {
Inner j[4];
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
ivec3 a;
int b;
uvec3 c;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
float inner[4];
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
float inner[4];
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
float inner[4];
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
float inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
float inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
float inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
int inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
int inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
int inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
mat2 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
mat2 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
mat2 inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
mat2x3 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
mat2x3 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
mat2x3 inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
mat3x2 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
mat3x2 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
mat3x2 inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
mat4 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
mat4 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
mat4 inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct S {
float f;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
S inner[];
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
S inner[];
} tint_symbol_1;

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@ -10,10 +10,10 @@ struct S {
Inner inner;
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
Inner inner;
} tint_symbol;
layout (binding = 1) buffer S_2 {
layout(binding = 1) buffer S_2 {
Inner inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
uint inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
uint inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
uint inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
ivec2 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
ivec2 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
ivec2 inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
uvec3 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
uvec3 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
uvec3 inner;
} tint_symbol_1;

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@ -5,10 +5,10 @@ struct tint_symbol_block {
vec4 inner;
};
layout (binding = 0) buffer tint_symbol_block_1 {
layout(binding = 0) buffer tint_symbol_block_1 {
vec4 inner;
} tint_symbol;
layout (binding = 1) buffer tint_symbol_block_2 {
layout(binding = 1) buffer tint_symbol_block_2 {
vec4 inner;
} tint_symbol_1;

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@ -18,7 +18,7 @@ struct S {
Inner arr[8];
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
Inner arr[8];
} s;

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@ -19,7 +19,7 @@ struct S {
Inner l[4];
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
ivec3 a;
int b;
uvec3 c;

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@ -5,7 +5,7 @@ struct u_block {
vec4 inner[4];
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
vec4 inner[4];
} u;

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@ -5,7 +5,7 @@ struct u_block {
float inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
float inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
int inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
int inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
mat2 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
mat2 inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
mat2x3 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
mat2x3 inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
mat3x2 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
mat3x2 inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
mat4 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
mat4 inner;
} u;

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@ -10,7 +10,7 @@ struct S {
Inner inner;
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
Inner inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
uint inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
uint inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
ivec2 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
ivec2 inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
uvec3 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
uvec3 inner;
} u;

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@ -5,7 +5,7 @@ struct u_block {
vec4 inner;
};
layout (binding = 0) uniform u_block_1 {
layout(binding = 0) uniform u_block_1 {
vec4 inner;
} u;

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@ -44,7 +44,7 @@ struct Dbg {
float value_f32_3;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint puuuuuuuuuuuuuuuuad1;
@ -52,19 +52,19 @@ layout (binding = 0) uniform Uniforms_1 {
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
layout(binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
layout(binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
layout(binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
layout(binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
layout(binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;

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@ -6,7 +6,7 @@ struct Uniforms {
vec2 u_offset;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
vec2 u_scale;
vec2 u_offset;
} uniforms;

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@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;

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@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -13,7 +13,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 2) buffer Result_1 {
layout(binding = 2) buffer Result_1 {
int tint_symbol;
} result;
@ -21,7 +21,7 @@ struct SSBO {
int data[4];
};
layout (binding = 1) buffer SSBO_1 {
layout(binding = 1) buffer SSBO_1 {
int data[4];
} ssbo;

View File

@ -6,7 +6,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
ivec4 data[4];
int dynamic_idx;
} ubo;
@ -15,7 +15,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 2) buffer Result_1 {
layout(binding = 2) buffer Result_1 {
int tint_symbol;
} result;

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;
shared S s;

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;
S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -13,7 +13,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 2) buffer Result_1 {
layout(binding = 2) buffer Result_1 {
int tint_symbol;
} result;
@ -21,7 +21,7 @@ struct SSBO {
int data[4];
};
layout (binding = 1) buffer SSBO_1 {
layout(binding = 1) buffer SSBO_1 {
int data[4];
} ssbo;

View File

@ -5,7 +5,7 @@ struct UBO {
int dynamic_idx;
};
layout (binding = 0) uniform UBO_1 {
layout(binding = 0) uniform UBO_1 {
int dynamic_idx;
} ubo;
@ -16,7 +16,7 @@ struct Result {
int tint_symbol;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
int tint_symbol;
} result;
shared S s;

View File

@ -11,10 +11,10 @@ struct Particle {
vec3 velocity;
};
layout (binding = 3) buffer Particles_1 {
layout(binding = 3) buffer Particles_1 {
Particle p[];
} particles;
layout (binding = 4) uniform Simulation_1 {
layout(binding = 4) uniform Simulation_1 {
uint i;
} sim;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -6,7 +6,7 @@ struct Uniforms {
uint j;
};
layout (binding = 4) uniform Uniforms_1 {
layout(binding = 4) uniform Uniforms_1 {
uint i;
uint j;
} uniforms;

View File

@ -14,14 +14,14 @@ struct Uniforms {
vec4 color;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
mat4 worldView;
mat4 proj;
uint numPointLights;
uint color_source;
vec4 color;
} uniforms;
layout (binding = 1) buffer PointLights_1 {
layout(binding = 1) buffer PointLights_1 {
PointLight values[];
} pointLights;

View File

@ -12,7 +12,7 @@ struct LeftOver {
};
vec3 position = vec3(0.0f, 0.0f, 0.0f);
layout (binding = 2) uniform LeftOver_1 {
layout(binding = 2) uniform LeftOver_1 {
mat4 worldViewProjection;
float time;
mat4 test2[2];

View File

@ -24,7 +24,7 @@ struct Dbg {
float value_f32_3;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint pad1;
@ -32,19 +32,19 @@ layout (binding = 0) uniform Uniforms_1 {
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
layout(binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
layout(binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
layout(binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
layout(binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
layout(binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;
@ -163,7 +163,7 @@ struct Dbg {
float value_f32_3;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint pad1;
@ -171,19 +171,19 @@ layout (binding = 0) uniform Uniforms_1 {
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
layout(binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
layout(binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
layout(binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
layout(binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
layout(binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;
@ -271,7 +271,7 @@ struct Dbg {
float value_f32_3;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
uint numTriangles;
uint gridSize;
uint pad1;
@ -279,19 +279,19 @@ layout (binding = 0) uniform Uniforms_1 {
vec3 bbMin;
vec3 bbMax;
} uniforms;
layout (binding = 10) buffer U32s_1 {
layout(binding = 10) buffer U32s_1 {
uint values[];
} indices;
layout (binding = 11) buffer F32s_1 {
layout(binding = 11) buffer F32s_1 {
float values[];
} positions;
layout (binding = 20) buffer AU32s_1 {
layout(binding = 20) buffer AU32s_1 {
uint values[];
} counters;
layout (binding = 21) buffer AI32s_1 {
layout(binding = 21) buffer AI32s_1 {
int values[];
} LUT;
layout (binding = 50) buffer Dbg_1 {
layout(binding = 50) buffer Dbg_1 {
uint offsetCounter;
uint pad0;
uint pad1;

View File

@ -7,7 +7,7 @@ struct LightData {
float radius;
};
layout (binding = 0) buffer LightsBuffer_1 {
layout(binding = 0) buffer LightsBuffer_1 {
LightData lights[];
} lightsBuffer;
@ -19,7 +19,7 @@ struct Tiles {
TileLightIdData data[4];
};
layout (binding = 0) buffer Tiles_1 {
layout(binding = 0) buffer Tiles_1 {
TileLightIdData data[4];
} tileLightId;
@ -32,7 +32,7 @@ struct Config {
uint tileSize;
};
layout (binding = 0) uniform Config_1 {
layout(binding = 0) uniform Config_1 {
uint numLights;
uint numTiles;
uint tileCountX;
@ -49,7 +49,7 @@ struct Uniforms {
vec4 fullScreenSize;
};
layout (binding = 0) uniform Uniforms_1 {
layout(binding = 0) uniform Uniforms_1 {
vec4 tint_symbol;
vec4 tint_symbol_1;
mat4 viewMatrix;

View File

@ -15,7 +15,7 @@ struct Buffer {
uint data;
};
layout (binding = 0) buffer Buffer_1 {
layout(binding = 0) buffer Buffer_1 {
uint data;
} tint_symbol;

View File

@ -2,7 +2,7 @@
precision mediump float;
layout (binding = 1) buffer data_block_1 {
layout(binding = 1) buffer data_block_1 {
int inner[];
} data;

View File

@ -6,7 +6,7 @@ struct Buf {
uint data[50];
};
layout (binding = 0) buffer Buf_1 {
layout(binding = 0) buffer Buf_1 {
uint count;
uint data[50];
} b;

View File

@ -16,6 +16,6 @@ struct Light {
vec3 colour;
};
layout (binding = 1) buffer Lights_1 {
layout(binding = 1) buffer Lights_1 {
Light light[];
} lights;

View File

@ -15,9 +15,9 @@ struct S {
mat2 m;
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
mat2 m;
} SSBO;
layout (binding = 0) uniform S_2 {
layout(binding = 0) uniform S_2 {
mat2 m;
} UBO;

View File

@ -8,10 +8,10 @@ struct vertexUniformBuffer2 {
mat2 transform2;
};
layout (binding = 0) uniform vertexUniformBuffer1_1 {
layout(binding = 0) uniform vertexUniformBuffer1_1 {
mat2 transform1;
} x_20;
layout (binding = 0) uniform vertexUniformBuffer2_1 {
layout(binding = 0) uniform vertexUniformBuffer2_1 {
mat2 transform2;
} x_26;

View File

@ -5,7 +5,7 @@ struct S {
int a;
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
int a;
} buf;

View File

@ -8,10 +8,10 @@ struct Uniforms {
uint channelCount;
};
layout (binding = 2) buffer OutputBuf_1 {
layout(binding = 2) buffer OutputBuf_1 {
uint result[];
} tint_symbol;
layout (binding = 3) uniform Uniforms_1 {
layout(binding = 3) uniform Uniforms_1 {
uint dstTextureFlipY;
uint isFloat16;
uint isRGB10A2Unorm;

View File

@ -7,16 +7,16 @@ struct Uniforms {
uvec2 outShape;
};
layout (binding = 0) buffer Matrix_1 {
layout(binding = 0) buffer Matrix_1 {
uint numbers[];
} firstMatrix;
layout (binding = 1) buffer Matrix_2 {
layout(binding = 1) buffer Matrix_2 {
uint numbers[];
} secondMatrix;
layout (binding = 2) buffer Matrix_3 {
layout(binding = 2) buffer Matrix_3 {
uint numbers[];
} resultMatrix;
layout (binding = 3) uniform Uniforms_1 {
layout(binding = 3) uniform Uniforms_1 {
uvec2 aShape;
uvec2 bShape;
uvec2 outShape;

View File

@ -10,7 +10,7 @@ struct buf0 {
QuicksortObject obj = QuicksortObject(int[10](0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout (binding = 0) uniform buf0_1 {
layout(binding = 0) uniform buf0_1 {
vec2 resolution;
} x_188;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);

View File

@ -5,7 +5,7 @@ struct Constants {
int level;
};
layout (binding = 3) buffer Result_1 {
layout(binding = 3) buffer Result_1 {
float values[];
} result;

View File

@ -3,7 +3,7 @@ precision mediump float;
const uint width = 128u;
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
float values[];
} result;

View File

@ -11,7 +11,7 @@ struct x_B4_BuildInformation {
sspp962805860buildInformationS passthru;
};
layout (binding = 2) buffer x_B4_BuildInformation_1 {
layout(binding = 2) buffer x_B4_BuildInformation_1 {
sspp962805860buildInformationS passthru;
} sspp962805860buildInformation;

View File

@ -9,10 +9,10 @@ struct Uniforms {
uvec2 copySize;
};
layout (binding = 2) buffer OutputBuf_1 {
layout(binding = 2) buffer OutputBuf_1 {
uint result[];
} tint_symbol;
layout (binding = 3) uniform Uniforms_1 {
layout(binding = 3) uniform Uniforms_1 {
uint dstTextureFlipY;
uint channelCount;
uvec2 srcCopyOrigin;

View File

@ -7,16 +7,16 @@ struct Uniforms {
uint dimBOuter;
};
layout (binding = 0) buffer Matrix_1 {
layout(binding = 0) buffer Matrix_1 {
float numbers[];
} firstMatrix;
layout (binding = 1) buffer Matrix_2 {
layout(binding = 1) buffer Matrix_2 {
float numbers[];
} secondMatrix;
layout (binding = 2) buffer Matrix_3 {
layout(binding = 2) buffer Matrix_3 {
float numbers[];
} resultMatrix;
layout (binding = 3) uniform Uniforms_1 {
layout(binding = 3) uniform Uniforms_1 {
uint dimAOuter;
uint dimInner;
uint dimBOuter;

View File

@ -34,14 +34,14 @@ struct VertexOutput {
vec4 member;
};
layout (binding = 0) uniform ub_SceneParams_1 {
layout(binding = 0) uniform ub_SceneParams_1 {
Mat4x4_ u_Projection;
} global;
layout (binding = 1) uniform ub_MaterialParams_1 {
layout(binding = 1) uniform ub_MaterialParams_1 {
Mat4x2_ u_TexMtx[1];
vec4 u_Misc0_;
} global1;
layout (binding = 2) uniform ub_PacketParams_1 {
layout(binding = 2) uniform ub_PacketParams_1 {
Mat4x3_ u_PosMtx[32];
} global2;
vec3 a_Position1 = vec3(0.0f, 0.0f, 0.0f);

View File

@ -5,7 +5,7 @@ struct DrawIndirectArgs {
uint vertexCount;
};
layout (binding = 5) buffer DrawIndirectArgs_1 {
layout(binding = 5) buffer DrawIndirectArgs_1 {
uint vertexCount;
} drawOut;
uint cubeVerts = 0u;

View File

@ -6,7 +6,7 @@ struct Params {
uint blockDim;
};
layout (binding = 1) uniform Params_1 {
layout(binding = 1) uniform Params_1 {
uint filterDim;
uint blockDim;
} params;
@ -15,7 +15,7 @@ struct Flip {
uint value;
};
layout (binding = 3) uniform Flip_1 {
layout(binding = 3) uniform Flip_1 {
uint value;
} flip;
shared vec3 tile[4][256];

View File

@ -21,7 +21,7 @@ struct ssbB {
};
int dimAOuter_1 = 0;
layout (binding = 3) uniform Uniforms_1 {
layout(binding = 3) uniform Uniforms_1 {
float NAN;
ivec3 aShape;
ivec3 bShape;
@ -30,18 +30,18 @@ layout (binding = 3) uniform Uniforms_1 {
} x_48;
int dimInner_1 = 0;
int dimBOuter_1 = 0;
layout (binding = 0) buffer ssbOut_1 {
layout(binding = 0) buffer ssbOut_1 {
float result[];
} x_54;
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
uvec3 tint_symbol_1 = uvec3(0u, 0u, 0u);
shared float mm_Asub[64][64];
shared float mm_Bsub[64][1];
layout (binding = 1) buffer ssbA_1 {
layout(binding = 1) buffer ssbA_1 {
float A[];
} x_165;
int batch = 0;
layout (binding = 2) buffer ssbB_1 {
layout(binding = 2) buffer ssbB_1 {
float B[];
} x_185;

View File

@ -15,7 +15,7 @@ struct LeftOver {
vec3 colorMul;
};
layout (binding = 9) uniform LeftOver_1 {
layout(binding = 9) uniform LeftOver_1 {
float time;
uint padding;
mat4 worldViewProjection;

View File

@ -31,7 +31,7 @@ struct Light0 {
float u_Float = 0.0f;
vec3 u_Color = vec3(0.0f, 0.0f, 0.0f);
vec2 vMainuv = vec2(0.0f, 0.0f);
layout (binding = 6) uniform LeftOver_1 {
layout(binding = 6) uniform LeftOver_1 {
mat4 u_World;
mat4 u_ViewProjection;
float u_bumpStrength;
@ -46,7 +46,7 @@ vec4 v_output1 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
bool tint_symbol = false;
vec2 v_uv = vec2(0.0f, 0.0f);
vec4 v_output2 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout (binding = 5) uniform Light0_1 {
layout(binding = 5) uniform Light0_1 {
vec4 vLightData;
vec4 vLightDiffuse;
vec4 vLightSpecular;

View File

@ -17,14 +17,14 @@ struct Uniforms {
int size;
};
layout (binding = 0) buffer ssbOut_1 {
layout(binding = 0) buffer ssbOut_1 {
float result[];
} x_16;
layout (binding = 1) buffer ssbA_1 {
layout(binding = 1) buffer ssbA_1 {
float A[];
} x_20;
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
layout (binding = 2) uniform Uniforms_1 {
layout(binding = 2) uniform Uniforms_1 {
float NAN;
int aShape;
int outShape;

View File

@ -5,52 +5,52 @@ struct S {
float a;
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
float a;
} b0;
layout (binding = 0) buffer S_2 {
layout(binding = 0) buffer S_2 {
float a;
} b1;
layout (binding = 0) buffer S_3 {
layout(binding = 0) buffer S_3 {
float a;
} b2;
layout (binding = 0) buffer S_4 {
layout(binding = 0) buffer S_4 {
float a;
} b3;
layout (binding = 0) buffer S_5 {
layout(binding = 0) buffer S_5 {
float a;
} b4;
layout (binding = 0) buffer S_6 {
layout(binding = 0) buffer S_6 {
float a;
} b5;
layout (binding = 0) buffer S_7 {
layout(binding = 0) buffer S_7 {
float a;
} b6;
layout (binding = 0) buffer S_8 {
layout(binding = 0) buffer S_8 {
float a;
} b7;
layout (binding = 1) uniform S_9 {
layout(binding = 1) uniform S_9 {
float a;
} b8;
layout (binding = 1) uniform S_10 {
layout(binding = 1) uniform S_10 {
float a;
} b9;
layout (binding = 1) uniform S_11 {
layout(binding = 1) uniform S_11 {
float a;
} b10;
layout (binding = 1) uniform S_12 {
layout(binding = 1) uniform S_12 {
float a;
} b11;
layout (binding = 1) uniform S_13 {
layout(binding = 1) uniform S_13 {
float a;
} b12;
layout (binding = 1) uniform S_14 {
layout(binding = 1) uniform S_14 {
float a;
} b13;
layout (binding = 1) uniform S_15 {
layout(binding = 1) uniform S_15 {
float a;
} b14;
layout (binding = 1) uniform S_16 {
layout(binding = 1) uniform S_16 {
float a;
} b15;

View File

@ -19,7 +19,7 @@ struct Uniforms {
};
uvec3 tint_symbol = uvec3(0u, 0u, 0u);
layout (binding = 2) buffer ResultMatrix_1 {
layout(binding = 2) buffer ResultMatrix_1 {
float numbers[];
} resultMatrix;

View File

@ -12,7 +12,7 @@ struct S {
uint i;
};
layout (binding = 0) buffer S_1 {
layout(binding = 0) buffer S_1 {
vec3 v;
uint i;
} io;

View File

@ -5,7 +5,7 @@ struct Constants {
uint zero;
};
layout (binding = 0) uniform Constants_1 {
layout(binding = 0) uniform Constants_1 {
uint zero;
} constants;
@ -13,7 +13,7 @@ struct Result {
uint value;
};
layout (binding = 1) buffer Result_1 {
layout(binding = 1) buffer Result_1 {
uint value;
} result;
@ -21,7 +21,7 @@ struct TestData {
int data[3];
};
layout (binding = 0) buffer TestData_1 {
layout(binding = 0) buffer TestData_1 {
int data[3];
} s;

View File

@ -5,7 +5,7 @@ struct Constants {
uint zero;
};
layout (binding = 0) uniform Constants_1 {
layout(binding = 0) uniform Constants_1 {
uint zero;
} constants;

View File

@ -6,7 +6,7 @@ struct S {
vec3 vector;
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
mat3x2 matrix;
vec3 vector;
} data;

View File

@ -6,7 +6,7 @@ struct S {
vec3 vector;
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
mat3 matrix;
vec3 vector;
} data;

View File

@ -6,7 +6,7 @@ struct S {
vec3 vector;
};
layout (binding = 0) uniform S_1 {
layout(binding = 0) uniform S_1 {
mat3 matrix;
vec3 vector;
} data;

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