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Use imageSize() on images, not textureSize(). In GLSL, the LOD parameter to textureSize() is mandatory for sampled textures, so emit a default 0 if not supplied. (Also, don't pack the level into the coords argument; that's an HLSLism.) GLSL returns the array size of array textures in the final component of textureSize(); remove it for WGSL. Write the subtype of storage images correctly (uimage*, iimage*, etc). This required a bit of cleanup to move "writeonly" ahead of subtype emission. Bug: tint:1298 Change-Id: Ica1cec0f833a9b684143c8b0cf6d090fb511a7d2 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/70140 Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com>
78 lines
1.3 KiB
GLSL
78 lines
1.3 KiB
GLSL
#version 310 es
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precision mediump float;
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uniform highp usampler3D arg_0;
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void textureLoad_a9a9f5() {
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uvec4 res = texelFetch(arg_0, ivec3(0, 0, 0), 0);
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}
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struct tint_symbol {
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vec4 value;
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};
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vec4 vertex_main_inner() {
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textureLoad_a9a9f5();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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vec4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void main() {
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tint_symbol outputs;
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outputs = vertex_main();
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gl_Position = outputs.value;
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gl_Position.y = -gl_Position.y;
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}
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#version 310 es
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precision mediump float;
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uniform highp usampler3D arg_0;
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void textureLoad_a9a9f5() {
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uvec4 res = texelFetch(arg_0, ivec3(0, 0, 0), 0);
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}
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struct tint_symbol {
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vec4 value;
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};
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void fragment_main() {
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textureLoad_a9a9f5();
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return;
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}
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void main() {
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fragment_main();
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}
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#version 310 es
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precision mediump float;
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uniform highp usampler3D arg_0;
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void textureLoad_a9a9f5() {
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uvec4 res = texelFetch(arg_0, ivec3(0, 0, 0), 0);
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}
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struct tint_symbol {
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vec4 value;
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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 compute_main() {
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textureLoad_a9a9f5();
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return;
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}
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void main() {
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compute_main();
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}
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