dawn-cmake/test/tint/buffer/storage/dynamic_index/write.wgsl.expected.glsl

80 lines
2.2 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];
};
layout(binding = 0, std430) buffer S_ssbo {
Inner arr[];
} sb;
void assign_and_preserve_padding_sb_arr_X_arr2_vec3_f32(uint dest[1], vec3 value[2]) {
{
for(uint i = 0u; (i < 2u); i = (i + 1u)) {
sb.arr[dest[0]].arr2_vec3_f32[i] = value[i];
}
}
}
void tint_symbol(uint idx) {
sb.arr[idx].scalar_f32 = 0.0f;
sb.arr[idx].scalar_i32 = 0;
sb.arr[idx].scalar_u32 = 0u;
sb.arr[idx].vec2_f32 = vec2(0.0f);
sb.arr[idx].vec2_i32 = ivec2(0);
sb.arr[idx].vec2_u32 = uvec2(0u);
sb.arr[idx].vec3_f32 = vec3(0.0f);
sb.arr[idx].vec3_i32 = ivec3(0);
sb.arr[idx].vec3_u32 = uvec3(0u);
sb.arr[idx].vec4_f32 = vec4(0.0f);
sb.arr[idx].vec4_i32 = ivec4(0);
sb.arr[idx].vec4_u32 = uvec4(0u);
sb.arr[idx].mat2x2_f32 = mat2(vec2(0.0f), vec2(0.0f));
sb.arr[idx].mat2x3_f32 = mat2x3(vec3(0.0f), vec3(0.0f));
sb.arr[idx].mat2x4_f32 = mat2x4(vec4(0.0f), vec4(0.0f));
sb.arr[idx].mat3x2_f32 = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f));
sb.arr[idx].mat3x3_f32 = mat3(vec3(0.0f), vec3(0.0f), vec3(0.0f));
sb.arr[idx].mat3x4_f32 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f));
sb.arr[idx].mat4x2_f32 = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f));
sb.arr[idx].mat4x3_f32 = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f));
sb.arr[idx].mat4x4_f32 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
uint tint_symbol_1[1] = uint[1](idx);
vec3 tint_symbol_2[2] = vec3[2](vec3(0.0f), vec3(0.0f));
assign_and_preserve_padding_sb_arr_X_arr2_vec3_f32(tint_symbol_1, tint_symbol_2);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol(gl_LocalInvocationIndex);
return;
}