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https://github.com/gfx-rs/wgpu.git
synced 2026-04-22 03:02:01 -04:00
[hlsl-out] zero init struct constructor
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@@ -427,8 +427,8 @@ impl<'a, W: Write> super::Writer<'a, W> {
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let struct_name = &self.names[&NameKey::Type(constructor.ty)];
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writeln!(
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self.out,
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"{}{} {};",
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INDENT, struct_name, RETURN_VARIABLE_NAME
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"{}{} {} = ({})0;",
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INDENT, struct_name, RETURN_VARIABLE_NAME, struct_name
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)?;
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for (i, member) in members.iter().enumerate() {
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let field_name = &self.names[&NameKey::StructMember(constructor.ty, i as u32)];
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@@ -48,7 +48,7 @@ void SetMatScalarmOnBaz(Baz obj, float scalar, uint mat_idx, uint vec_idx) {
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}
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Baz ConstructBaz(float3x2 arg0) {
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Baz ret;
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Baz ret = (Baz)0;
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ret.m_0 = arg0[0];
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ret.m_1 = arg0[1];
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ret.m_2 = arg0[2];
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@@ -40,7 +40,7 @@ struct FragmentInput_fragment {
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};
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VertexOutput ConstructVertexOutput(float4 arg0, float arg1) {
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VertexOutput ret;
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VertexOutput ret = (VertexOutput)0;
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ret.position = arg0;
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ret._varying = arg1;
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return ret;
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@@ -55,7 +55,7 @@ VertexOutput_vertex vertex(uint vertex_index : SV_VertexID, uint instance_index
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}
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FragmentOutput ConstructFragmentOutput(float arg0, uint arg1, float arg2) {
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FragmentOutput ret;
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FragmentOutput ret = (FragmentOutput)0;
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ret.depth = arg0;
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ret.sample_mask = arg1;
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ret.color = arg2;
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@@ -12,7 +12,7 @@ struct Foo {
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};
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Foo ConstructFoo(float4 arg0, int arg1) {
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Foo ret;
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Foo ret = (Foo)0;
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ret.a = arg0;
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ret.b = arg1;
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return ret;
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@@ -17,7 +17,7 @@ float Constructarray1_float_(float arg0)[1] {
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}
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gl_PerVertex Constructgl_PerVertex(float4 arg0, float arg1, float arg2[1], float arg3[1]) {
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gl_PerVertex ret;
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gl_PerVertex ret = (gl_PerVertex)0;
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ret.gl_Position = arg0;
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ret.gl_PointSize = arg1;
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ret.gl_ClipDistance = arg2;
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@@ -45,7 +45,7 @@ void main_1()
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}
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type_9 Constructtype_9(float2 arg0, float4 arg1) {
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type_9 ret;
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type_9 ret = (type_9)0;
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ret.member = arg0;
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ret.gl_Position = arg1;
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return ret;
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@@ -18,7 +18,7 @@ struct FragmentInput_frag_main {
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};
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VertexOutput ConstructVertexOutput(float2 arg0, float4 arg1) {
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VertexOutput ret;
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VertexOutput ret = (VertexOutput)0;
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ret.uv = arg0;
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ret.position = arg1;
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return ret;
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@@ -30,7 +30,7 @@ struct FragmentInput_fs_main {
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};
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VertexOutput ConstructVertexOutput(float4 arg0, float3 arg1) {
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VertexOutput ret;
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VertexOutput ret = (VertexOutput)0;
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ret.position = arg0;
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ret.uv = arg1;
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return ret;
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