dawn-cmake/test/shader_io/compute_input_mixed.wgsl.expected.glsl
Stephen White bf0180bcee 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>
2022-02-07 18:49:46 +00:00

22 lines
696 B
GLSL

#version 310 es
struct ComputeInputs0 {
uvec3 local_invocation_id;
};
struct ComputeInputs1 {
uvec3 workgroup_id;
};
void tint_symbol(ComputeInputs0 inputs0, uint local_invocation_index, uvec3 global_invocation_id, ComputeInputs1 inputs1) {
uint foo = (((inputs0.local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + inputs1.workgroup_id.x);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
ComputeInputs0 tint_symbol_1 = ComputeInputs0(gl_LocalInvocationID);
ComputeInputs1 tint_symbol_2 = ComputeInputs1(gl_WorkGroupID);
tint_symbol(tint_symbol_1, gl_LocalInvocationIndex, gl_GlobalInvocationID, tint_symbol_2);
return;
}