dawn-cmake/test/tint/buffer/uniform/dynamic_index/read.wgsl.expected.glsl

132 lines
3.2 KiB
GLSL

#version 310 es
struct Inner {
float scalar_f32;
int scalar_i32;
uint scalar_u32;
uint pad;
vec2 vec2_f32;
ivec2 vec2_i32;
uvec2 vec2_u32;
uint pad_1;
uint pad_2;
vec3 vec3_f32;
uint pad_3;
ivec3 vec3_i32;
uint pad_4;
uvec3 vec3_u32;
uint pad_5;
vec4 vec4_f32;
ivec4 vec4_i32;
uvec4 vec4_u32;
mat2 mat2x2_f32;
mat2x3 mat2x3_f32;
mat2x4 mat2x4_f32;
mat3x2 mat3x2_f32;
uint pad_6;
uint pad_7;
mat3 mat3x3_f32;
mat3x4 mat3x4_f32;
mat4x2 mat4x2_f32;
mat4x3 mat4x3_f32;
mat4 mat4x4_f32;
vec3 arr2_vec3_f32[2];
};
struct Inner_std140 {
float scalar_f32;
int scalar_i32;
uint scalar_u32;
uint pad;
vec2 vec2_f32;
ivec2 vec2_i32;
uvec2 vec2_u32;
uint pad_1;
uint pad_2;
vec3 vec3_f32;
uint pad_3;
ivec3 vec3_i32;
uint pad_4;
uvec3 vec3_u32;
uint pad_5;
vec4 vec4_f32;
ivec4 vec4_i32;
uvec4 vec4_u32;
vec2 mat2x2_f32_0;
vec2 mat2x2_f32_1;
mat2x3 mat2x3_f32;
mat2x4 mat2x4_f32;
vec2 mat3x2_f32_0;
vec2 mat3x2_f32_1;
vec2 mat3x2_f32_2;
uint pad_6;
uint pad_7;
mat3 mat3x3_f32;
mat3x4 mat3x4_f32;
vec2 mat4x2_f32_0;
vec2 mat4x2_f32_1;
vec2 mat4x2_f32_2;
vec2 mat4x2_f32_3;
mat4x3 mat4x3_f32;
mat4 mat4x4_f32;
vec3 arr2_vec3_f32[2];
};
struct S {
Inner arr[8];
};
struct S_std140 {
Inner_std140 arr[8];
};
layout(binding = 0, std140) uniform ub_block_std140_ubo {
S_std140 inner;
} ub;
mat2 load_ub_inner_arr_p0_mat2x2_f32(uint p0) {
uint s_save = p0;
return mat2(ub.inner.arr[s_save].mat2x2_f32_0, ub.inner.arr[s_save].mat2x2_f32_1);
}
mat3x2 load_ub_inner_arr_p0_mat3x2_f32(uint p0) {
uint s_save_1 = p0;
return mat3x2(ub.inner.arr[s_save_1].mat3x2_f32_0, ub.inner.arr[s_save_1].mat3x2_f32_1, ub.inner.arr[s_save_1].mat3x2_f32_2);
}
mat4x2 load_ub_inner_arr_p0_mat4x2_f32(uint p0) {
uint s_save_2 = p0;
return mat4x2(ub.inner.arr[s_save_2].mat4x2_f32_0, ub.inner.arr[s_save_2].mat4x2_f32_1, ub.inner.arr[s_save_2].mat4x2_f32_2, ub.inner.arr[s_save_2].mat4x2_f32_3);
}
void tint_symbol(uint idx) {
float scalar_f32 = ub.inner.arr[idx].scalar_f32;
int scalar_i32 = ub.inner.arr[idx].scalar_i32;
uint scalar_u32 = ub.inner.arr[idx].scalar_u32;
vec2 vec2_f32 = ub.inner.arr[idx].vec2_f32;
ivec2 vec2_i32 = ub.inner.arr[idx].vec2_i32;
uvec2 vec2_u32 = ub.inner.arr[idx].vec2_u32;
vec3 vec3_f32 = ub.inner.arr[idx].vec3_f32;
ivec3 vec3_i32 = ub.inner.arr[idx].vec3_i32;
uvec3 vec3_u32 = ub.inner.arr[idx].vec3_u32;
vec4 vec4_f32 = ub.inner.arr[idx].vec4_f32;
ivec4 vec4_i32 = ub.inner.arr[idx].vec4_i32;
uvec4 vec4_u32 = ub.inner.arr[idx].vec4_u32;
mat2 mat2x2_f32 = load_ub_inner_arr_p0_mat2x2_f32(uint(idx));
mat2x3 mat2x3_f32 = ub.inner.arr[idx].mat2x3_f32;
mat2x4 mat2x4_f32 = ub.inner.arr[idx].mat2x4_f32;
mat3x2 mat3x2_f32 = load_ub_inner_arr_p0_mat3x2_f32(uint(idx));
mat3 mat3x3_f32 = ub.inner.arr[idx].mat3x3_f32;
mat3x4 mat3x4_f32 = ub.inner.arr[idx].mat3x4_f32;
mat4x2 mat4x2_f32 = load_ub_inner_arr_p0_mat4x2_f32(uint(idx));
mat4x3 mat4x3_f32 = ub.inner.arr[idx].mat4x3_f32;
mat4 mat4x4_f32 = ub.inner.arr[idx].mat4x4_f32;
vec3 arr2_vec3_f32[2] = ub.inner.arr[idx].arr2_vec3_f32;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol(gl_LocalInvocationIndex);
return;
}