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Modify the AddSpirvBlockAttribute transform to fix top-level structure access of uniform, storage and push-constant buffers for use in the GLSL backend. The small change to the transform makes the transform wrap host-sharable buffers, if they're also used as a non-host-sharable structure. Also rename the transform to AddBlockAttrbibute in order to reflect its wider applicability. Change-Id: Ib2bf4ebf6bce72790791dbae9387032be765e4b9 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101061 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
37 lines
731 B
GLSL
37 lines
731 B
GLSL
#version 310 es
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struct Inner {
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ivec3 a;
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int b;
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uvec3 c;
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uint d;
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vec3 e;
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float f;
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mat2x3 g;
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mat3x2 h;
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ivec4 i[4];
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};
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layout(binding = 0, std430) buffer S_ssbo {
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Inner arr[];
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} s;
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void tint_symbol(uint idx) {
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s.arr[idx].a = ivec3(0);
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s.arr[idx].b = 0;
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s.arr[idx].c = uvec3(0u);
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s.arr[idx].d = 0u;
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s.arr[idx].e = vec3(0.0f);
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s.arr[idx].f = 0.0f;
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s.arr[idx].g = mat2x3(vec3(0.0f), vec3(0.0f));
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s.arr[idx].h = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f));
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ivec4 tint_symbol_1[4] = ivec4[4](ivec4(0), ivec4(0), ivec4(0), ivec4(0));
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s.arr[idx].i = tint_symbol_1;
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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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tint_symbol(gl_LocalInvocationIndex);
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return;
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}
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