dawn-cmake/test/bug/tint/744.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

45 lines
1.1 KiB
GLSL

#version 310 es
struct Uniforms {
uvec2 aShape;
uvec2 bShape;
uvec2 outShape;
};
layout(binding = 0, std430) buffer Matrix_1 {
uint numbers[];
} firstMatrix;
layout(binding = 1, std430) buffer Matrix_2 {
uint numbers[];
} secondMatrix;
layout(binding = 2, std430) buffer Matrix_3 {
uint numbers[];
} resultMatrix;
layout(binding = 3) uniform Uniforms_1 {
uvec2 aShape;
uvec2 bShape;
uvec2 outShape;
} uniforms;
void tint_symbol(uvec3 global_id) {
uvec2 resultCell = uvec2(global_id.y, global_id.x);
uint dimInner = uniforms.aShape.y;
uint dimOutter = uniforms.outShape.y;
uint result = 0u;
{
for(uint i = 0u; (i < dimInner); i = (i + 1u)) {
uint a = (i + (resultCell.x * dimInner));
uint b = (resultCell.y + (i * dimOutter));
result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b]));
}
}
uint index = (resultCell.y + (resultCell.x * dimOutter));
resultMatrix.numbers[index] = result;
}
layout(local_size_x = 2, local_size_y = 2, local_size_z = 1) in;
void main() {
tint_symbol(gl_GlobalInvocationID);
return;
}