Ben Clayton 01e4b6fc18 wgsl: Replace [[decoration]] with @decoration
Deprecate the old syntax. Migrate everything to the new syntax.

Bug: tint:1382
Change-Id: Ide12b2e927b17dc93b9714c7049090864cc568d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77260
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Commit-Queue: David Neto <dneto@google.com>
2022-01-19 22:46:57 +00:00

68 lines
2.0 KiB
WebGPU Shading Language

type Arr = @stride(16) array<i32, 2>;
struct buf0 {
x_GLF_uniform_int_values : Arr;
};
type Arr_1 = @stride(16) array<f32, 4>;
struct buf1 {
x_GLF_uniform_float_values : Arr_1;
};
@group(0) @binding(0) var<uniform> x_6 : buf0;
@group(0) @binding(1) var<uniform> x_9 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : i32;
var v : vec4<f32>;
var m : mat3x4<f32>;
var indexable : mat4x4<f32>;
let x_44 : i32 = x_6.x_GLF_uniform_int_values[0];
a = x_44;
let x_46 : f32 = x_9.x_GLF_uniform_float_values[2];
v = vec4<f32>(x_46, x_46, x_46, x_46);
let x_49 : f32 = x_9.x_GLF_uniform_float_values[3];
m = mat3x4<f32>(vec4<f32>(x_49, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_49, 0.0, 0.0), vec4<f32>(0.0, 0.0, x_49, 0.0));
let x_54 : i32 = a;
let x_55 : i32 = a;
let x_57 : f32 = x_9.x_GLF_uniform_float_values[0];
m[x_54][x_55] = x_57;
let x_59 : i32 = a;
let x_60 : mat3x4<f32> = m;
let x_78 : i32 = a;
let x_79 : i32 = a;
indexable = mat4x4<f32>(vec4<f32>(x_60[0u].x, x_60[0u].y, x_60[0u].z, x_60[0u].w), vec4<f32>(x_60[1u].x, x_60[1u].y, x_60[1u].z, x_60[1u].w), vec4<f32>(x_60[2u].x, x_60[2u].y, x_60[2u].z, x_60[2u].w), vec4<f32>(0.0, 0.0, 0.0, 1.0));
let x_81 : f32 = indexable[x_78][x_79];
let x_83 : f32 = v[x_59];
v[x_59] = (x_83 + x_81);
let x_87 : f32 = v.y;
let x_89 : f32 = x_9.x_GLF_uniform_float_values[1];
if ((x_87 == x_89)) {
let x_95 : i32 = x_6.x_GLF_uniform_int_values[0];
let x_98 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_101 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_104 : i32 = x_6.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(f32(x_95), f32(x_98), f32(x_101), f32(x_104));
} else {
let x_108 : i32 = x_6.x_GLF_uniform_int_values[1];
let x_109 : f32 = f32(x_108);
x_GLF_color = vec4<f32>(x_109, x_109, x_109, x_109);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>;
};
@stage(fragment)
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}