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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>
21 lines
661 B
GLSL
21 lines
661 B
GLSL
#version 310 es
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struct ComputeInputs {
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uvec3 local_invocation_id;
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uint local_invocation_index;
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uvec3 global_invocation_id;
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uvec3 workgroup_id;
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uvec3 num_workgroups;
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};
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void tint_symbol(ComputeInputs inputs) {
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uint foo = ((((inputs.local_invocation_id.x + inputs.local_invocation_index) + inputs.global_invocation_id.x) + inputs.workgroup_id.x) + inputs.num_workgroups.x);
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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ComputeInputs tint_symbol_1 = ComputeInputs(gl_LocalInvocationID, gl_LocalInvocationIndex, gl_GlobalInvocationID, gl_WorkGroupID, gl_NumWorkGroups);
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tint_symbol(tint_symbol_1);
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return;
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}
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