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This is required to handle materialized values, and for constant expressions. Bug: tint:1504 Change-Id: Ie0177f148e08a0e1a3f4d7e06e283f121655804b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92080 Commit-Queue: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Antonio Maiorano <amaiorano@google.com>
52 lines
803 B
GLSL
52 lines
803 B
GLSL
#version 310 es
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struct Inner {
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int x;
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};
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struct S {
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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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Inner i;
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Inner j[4];
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};
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layout(binding = 0, std430) buffer S_1 {
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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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Inner i;
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Inner j[4];
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} s;
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void tint_symbol() {
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s.a = ivec3(0);
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s.b = 0;
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s.c = uvec3(0u);
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s.d = 0u;
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s.e = vec3(0.0f);
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s.f = 0.0f;
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s.g = mat2x3(vec3(0.0f), vec3(0.0f));
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s.h = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f));
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Inner tint_symbol_1 = Inner(0);
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s.i = tint_symbol_1;
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Inner tint_symbol_2[4] = Inner[4](Inner(0), Inner(0), Inner(0), Inner(0));
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s.j = tint_symbol_2;
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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();
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return;
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}
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