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This CL make transform AddBlockAttribute always try to wrap types used by buffer variables into a struct, in order to generate valid GLSL code for assigning one buffer struct variable to another buffer struct variable. Fixed: tint:1735 Change-Id: I009d8a9ca7ecea1dc0ad6164275c964a18acb33f Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/108023 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Zhaoming Jiang <zhaoming.jiang@intel.com>
48 lines
1.1 KiB
GLSL
48 lines
1.1 KiB
GLSL
#version 310 es
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struct Uniforms {
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uvec2 aShape;
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uvec2 bShape;
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uvec2 outShape;
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uint pad;
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uint pad_1;
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};
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layout(binding = 0, std430) buffer Matrix_ssbo {
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uint numbers[];
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} firstMatrix;
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layout(binding = 1, std430) buffer Matrix_ssbo_1 {
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uint numbers[];
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} secondMatrix;
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layout(binding = 2, std430) buffer Matrix_ssbo_2 {
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uint numbers[];
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} resultMatrix;
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layout(binding = 3, std140) uniform uniforms_block_ubo {
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Uniforms inner;
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} uniforms;
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void tint_symbol(uvec3 global_id) {
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uvec2 resultCell = uvec2(global_id.y, global_id.x);
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uint dimInner = uniforms.inner.aShape.y;
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uint dimOutter = uniforms.inner.outShape.y;
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uint result = 0u;
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{
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for(uint i = 0u; (i < dimInner); i = (i + 1u)) {
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uint a = (i + (resultCell.x * dimInner));
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uint b = (resultCell.y + (i * dimOutter));
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result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b]));
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}
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}
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uint index = (resultCell.y + (resultCell.x * dimOutter));
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resultMatrix.numbers[index] = result;
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}
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layout(local_size_x = 2, local_size_y = 2, local_size_z = 1) in;
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void main() {
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tint_symbol(gl_GlobalInvocationID);
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return;
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}
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