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https://github.com/encounter/dawn-cmake.git
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Updated spir-v and HSLS backends to emit valid constructors. Bug: tint:656 Change-Id: I53356945563b633239b12c0f4e207f160dbc23d8 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/53780 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@chromium.org> Commit-Queue: Antonio Maiorano <amaiorano@google.com>
92 lines
2.5 KiB
WebGPU Shading Language
92 lines
2.5 KiB
WebGPU Shading Language
var<private> g_v2 : vec2<f32> = vec2<f32>(1.0);
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var<private> g_v3 : vec3<f32> = vec3<f32>(1.0);
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var<private> g_v4 : vec4<f32> = vec4<f32>(1.0);
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fn from_immediate_bool() {
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var v2 : vec2<bool> = vec2<bool>(true);
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var v3 : vec3<bool> = vec3<bool>(true);
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var v4 : vec4<bool> = vec4<bool>(true);
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}
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fn from_immediate_f32() {
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var v2 : vec2<f32> = vec2<f32>(1.0);
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var v3 : vec3<f32> = vec3<f32>(1.0);
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var v4 : vec4<f32> = vec4<f32>(1.0);
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}
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fn from_immediate_i32() {
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var v2 : vec2<i32> = vec2<i32>(1);
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var v3 : vec3<i32> = vec3<i32>(1);
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var v4 : vec4<i32> = vec4<i32>(1);
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}
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fn from_immediate_u32() {
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var v2 : vec2<u32> = vec2<u32>(1u);
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var v3 : vec3<u32> = vec3<u32>(1u);
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var v4 : vec4<u32> = vec4<u32>(1u);
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}
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fn from_expression_bool() {
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var v2 : vec2<bool> = vec2<bool>(true);
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var v3 : vec3<bool> = vec3<bool>(true);
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var v4 : vec4<bool> = vec4<bool>(true);
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}
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fn from_expression_f32() {
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var v2 : vec2<f32> = vec2<f32>(1.0 + 2.0);
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var v3 : vec3<f32> = vec3<f32>(1.0 + 2.0);
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var v4 : vec4<f32> = vec4<f32>(1.0 + 2.0);
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}
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fn from_expression_i32() {
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var v2 : vec2<i32> = vec2<i32>(1 + 2);
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var v3 : vec3<i32> = vec3<i32>(1 + 2);
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var v4 : vec4<i32> = vec4<i32>(1 + 2);
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}
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fn from_expression_u32() {
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var v2 : vec2<u32> = vec2<u32>(1u + 2u);
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var v3 : vec3<u32> = vec3<u32>(1u + 2u);
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var v4 : vec4<u32> = vec4<u32>(1u + 2u);
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}
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fn get_bool() -> bool { return true; }
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fn get_f32() -> f32 { return 1.0; }
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fn get_i32() -> i32 { return 1; }
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fn get_u32() -> u32 { return 1u; }
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fn from_call_bool() {
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var v2 : vec2<bool> = vec2<bool>(get_bool());
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var v3 : vec3<bool> = vec3<bool>(get_bool());
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var v4 : vec4<bool> = vec4<bool>(get_bool());
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}
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fn from_call_f32() {
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var v2 : vec2<f32> = vec2<f32>(get_f32());
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var v3 : vec3<f32> = vec3<f32>(get_f32());
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var v4 : vec4<f32> = vec4<f32>(get_f32());
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}
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fn from_call_i32() {
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var v2 : vec2<i32> = vec2<i32>(get_i32());
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var v3 : vec3<i32> = vec3<i32>(get_i32());
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var v4 : vec4<i32> = vec4<i32>(get_i32());
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}
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fn from_call_u32() {
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var v2 : vec2<u32> = vec2<u32>(get_u32());
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var v3 : vec3<u32> = vec3<u32>(get_u32());
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var v4 : vec4<u32> = vec4<u32>(get_u32());
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}
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fn with_swizzle() {
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var a = vec2<f32>(1.0).y;
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var b = vec3<f32>(1.0).z;
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var c = vec4<f32>(1.0).w;
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}
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[[stage(fragment)]]
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fn main() -> [[location(0)]] vec4<f32> {
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return vec4<f32>(0.0,0.0,0.0,0.0);
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}
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