[wgsl-out] Uses commas to separate struct members instead of semicolons

This commit is contained in:
Igor Shaposhnik
2022-03-13 00:51:08 +03:00
committed by Dzmitry Malyshau
parent 816fa347ad
commit b5761d9611
31 changed files with 127 additions and 127 deletions

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@@ -419,7 +419,7 @@ impl<W: Write> Writer<W> {
let member_name = &self.names[&NameKey::StructMember(handle, index as u32)];
write!(self.out, "{}: ", member_name)?;
self.write_type(module, member.ty)?;
write!(self.out, ";")?;
write!(self.out, ",")?;
writeln!(self.out)?;
}

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@@ -1,9 +1,9 @@
struct ColorMaterial_color {
Color: vec4<f32>;
Color: vec4<f32>,
};
struct FragmentOutput {
@location(0) o_Target: vec4<f32>;
@location(0) o_Target: vec4<f32>,
};
var<private> v_Uv_1: vec2<f32>;

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@@ -1,18 +1,18 @@
struct Camera {
ViewProj: mat4x4<f32>;
ViewProj: mat4x4<f32>,
};
struct Transform {
Model: mat4x4<f32>;
Model: mat4x4<f32>,
};
struct Sprite_size {
size: vec2<f32>;
size: vec2<f32>,
};
struct VertexOutput {
@location(0) v_Uv: vec2<f32>;
@builtin(position) member: vec4<f32>;
@location(0) v_Uv: vec2<f32>,
@builtin(position) member: vec4<f32>,
};
var<private> Vertex_Position_1: vec3<f32>;

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@@ -1,16 +1,16 @@
struct Camera {
ViewProj: mat4x4<f32>;
ViewProj: mat4x4<f32>,
};
struct Transform {
Model: mat4x4<f32>;
Model: mat4x4<f32>,
};
struct VertexOutput {
@location(0) v_Position: vec3<f32>;
@location(1) v_Normal: vec3<f32>;
@location(2) v_Uv: vec2<f32>;
@builtin(position) member: vec4<f32>;
@location(0) v_Position: vec3<f32>,
@location(1) v_Normal: vec3<f32>,
@location(2) v_Uv: vec2<f32>,
@builtin(position) member: vec4<f32>,
};
var<private> Vertex_Position_1: vec3<f32>;

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@@ -1,5 +1,5 @@
struct PrimeIndices {
indices: array<u32>;
indices: array<u32>,
};
@group(0) @binding(0)

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@@ -1,14 +1,14 @@
struct Globals {
view_matrix: mat4x4<f32>;
view_matrix: mat4x4<f32>,
};
struct VertexPushConstants {
world_matrix: mat4x4<f32>;
world_matrix: mat4x4<f32>,
};
struct VertexOutput {
@location(0) frag_color: vec4<f32>;
@builtin(position) member: vec4<f32>;
@location(0) frag_color: vec4<f32>,
@builtin(position) member: vec4<f32>,
};
@group(0) @binding(0)

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@@ -1,5 +1,5 @@
struct PushConstants {
example: f32;
example: f32,
};
var<push_constant> c: PushConstants;

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@@ -1,13 +1,13 @@
struct AlignedWrapper {
value: i32;
value: i32,
};
struct Bar {
matrix: mat4x4<f32>;
matrix_array: array<mat2x2<f32>,2>;
atom: atomic<i32>;
arr: array<vec2<u32>,2>;
data: array<AlignedWrapper>;
matrix: mat4x4<f32>,
matrix_array: array<mat2x2<f32>,2>,
atom: atomic<i32>,
arr: array<vec2<u32>,2>,
data: array<AlignedWrapper>,
};
@group(0) @binding(0)

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@@ -1,51 +1,51 @@
struct PointLight {
pos: vec4<f32>;
color: vec4<f32>;
lightParams: vec4<f32>;
pos: vec4<f32>,
color: vec4<f32>,
lightParams: vec4<f32>,
};
struct DirectionalLight {
direction: vec4<f32>;
color: vec4<f32>;
direction: vec4<f32>,
color: vec4<f32>,
};
struct CameraViewProj {
ViewProj: mat4x4<f32>;
ViewProj: mat4x4<f32>,
};
struct CameraPosition {
CameraPos: vec4<f32>;
CameraPos: vec4<f32>,
};
struct Lights {
AmbientColor: vec4<f32>;
NumLights: vec4<u32>;
PointLights: array<PointLight,10u>;
DirectionalLights: array<DirectionalLight,1u>;
AmbientColor: vec4<f32>,
NumLights: vec4<u32>,
PointLights: array<PointLight,10u>,
DirectionalLights: array<DirectionalLight,1u>,
};
struct StandardMaterial_base_color {
base_color: vec4<f32>;
base_color: vec4<f32>,
};
struct StandardMaterial_roughness {
perceptual_roughness: f32;
perceptual_roughness: f32,
};
struct StandardMaterial_metallic {
metallic: f32;
metallic: f32,
};
struct StandardMaterial_reflectance {
reflectance: f32;
reflectance: f32,
};
struct StandardMaterial_emissive {
emissive: vec4<f32>;
emissive: vec4<f32>,
};
struct FragmentOutput {
@location(0) o_Target: vec4<f32>;
@location(0) o_Target: vec4<f32>,
};
var<private> v_WorldPosition_1: vec3<f32>;

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@@ -1,17 +1,17 @@
struct CameraViewProj {
ViewProj: mat4x4<f32>;
ViewProj: mat4x4<f32>,
};
struct Transform {
Model: mat4x4<f32>;
Model: mat4x4<f32>,
};
struct VertexOutput {
@location(0) v_WorldPosition: vec3<f32>;
@location(1) v_WorldNormal: vec3<f32>;
@location(2) v_Uv: vec2<f32>;
@location(3) v_WorldTangent: vec4<f32>;
@builtin(position) member: vec4<f32>;
@location(0) v_WorldPosition: vec3<f32>,
@location(1) v_WorldNormal: vec3<f32>,
@location(2) v_Uv: vec2<f32>,
@location(3) v_WorldTangent: vec4<f32>,
@builtin(position) member: vec4<f32>,
};
var<private> Vertex_Position_1: vec3<f32>;

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@@ -1,20 +1,20 @@
struct Particle {
pos: vec2<f32>;
vel: vec2<f32>;
pos: vec2<f32>,
vel: vec2<f32>,
};
struct SimParams {
deltaT: f32;
rule1Distance: f32;
rule2Distance: f32;
rule3Distance: f32;
rule1Scale: f32;
rule2Scale: f32;
rule3Scale: f32;
deltaT: f32,
rule1Distance: f32,
rule2Distance: f32,
rule3Distance: f32,
rule1Scale: f32,
rule2Scale: f32,
rule3Scale: f32,
};
struct Particles {
particles: array<Particle>;
particles: array<Particle>,
};
let NUM_PARTICLES: u32 = 1500u;

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@@ -1,5 +1,5 @@
struct FragmentOutput {
@location(0) o_color: vec4<f32>;
@location(0) o_color: vec4<f32>,
};
var<private> o_color: vec4<f32>;

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@@ -1,5 +1,5 @@
struct VertexOutput {
@builtin(position) member: vec4<f32>;
@builtin(position) member: vec4<f32>,
};
var<private> a_pos_1: vec2<f32>;

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@@ -1,5 +1,5 @@
struct PrimeIndices {
data: array<u32>;
data: array<u32>,
};
@group(0) @binding(0)

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@@ -1,5 +1,5 @@
struct Data {
vecs: array<vec4<f32>,42u>;
vecs: array<vec4<f32>,42u>,
};
@group(1) @binding(0)

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@@ -1,23 +1,23 @@
struct VertexData {
position: vec2<f32>;
a: vec2<f32>;
position: vec2<f32>,
a: vec2<f32>,
};
struct FragmentData {
position: vec2<f32>;
a: vec2<f32>;
position: vec2<f32>,
a: vec2<f32>,
};
struct TestStruct {
a: f32;
b: f32;
a: f32,
b: f32,
};
struct VertexOutput {
@location(0) position: vec2<f32>;
@location(1) a: vec2<f32>;
@location(2) out_array: vec4<f32>;
@location(3) out_array_1: vec4<f32>;
@location(0) position: vec2<f32>,
@location(1) a: vec2<f32>,
@location(2) out_array: vec4<f32>,
@location(3) out_array_1: vec4<f32>,
};
var<private> vert: VertexData;

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@@ -1,5 +1,5 @@
struct type_1 {
member: i32;
member: i32,
};
@group(0) @binding(0)

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@@ -1,9 +1,9 @@
struct BST {
data: i32;
data: i32,
};
struct FragmentOutput {
@location(0) o_color: vec4<f32>;
@location(0) o_color: vec4<f32>,
};
var<private> global: f32;

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@@ -1,11 +1,11 @@
struct PushConstants {
index: u32;
double: vec2<f32>;
index: u32,
double: vec2<f32>,
};
struct FragmentIn {
@location(0) color: vec4<f32>;
@builtin(primitive_index) primitive_index: u32;
@location(0) color: vec4<f32>,
@builtin(primitive_index) primitive_index: u32,
};
var<push_constant> pc: PushConstants;

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@@ -1,11 +1,11 @@
struct Mat4x3_ {
mx: vec4<f32>;
my: vec4<f32>;
mz: vec4<f32>;
mx: vec4<f32>,
my: vec4<f32>,
mz: vec4<f32>,
};
struct FragmentOutput {
@location(0) o_color: vec4<f32>;
@location(0) o_color: vec4<f32>,
};
var<private> o_color: vec4<f32>;

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@@ -1,6 +1,6 @@
struct Foo {
v3_: vec3<f32>;
v1_: f32;
v3_: vec3<f32>,
v1_: f32,
};
let Foo_2: bool = true;

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@@ -1,20 +1,20 @@
struct VertexOutput {
@builtin(position) position: vec4<f32>;
@location(1) varying: f32;
@builtin(position) position: vec4<f32>,
@location(1) varying: f32,
};
struct FragmentOutput {
@builtin(frag_depth) depth: f32;
@builtin(sample_mask) sample_mask: u32;
@location(0) color: f32;
@builtin(frag_depth) depth: f32,
@builtin(sample_mask) sample_mask: u32,
@location(0) color: f32,
};
struct Input1_ {
@builtin(vertex_index) index: u32;
@builtin(vertex_index) index: u32,
};
struct Input2_ {
@builtin(instance_index) index: u32;
@builtin(instance_index) index: u32,
};
var<workgroup> output: array<u32,1>;

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@@ -1,12 +1,12 @@
struct FragmentInput {
@builtin(position) position: vec4<f32>;
@location(0) flat: u32;
@location(1) @interpolate(linear) linear: f32;
@location(2) @interpolate(linear, centroid) linear_centroid: vec2<f32>;
@location(3) @interpolate(linear, sample) linear_sample: vec3<f32>;
@location(4) perspective: vec4<f32>;
@location(5) @interpolate(perspective, centroid) perspective_centroid: f32;
@location(6) @interpolate(perspective, sample) perspective_sample: f32;
@builtin(position) position: vec4<f32>,
@location(0) flat: u32,
@location(1) @interpolate(linear) linear: f32,
@location(2) @interpolate(linear, centroid) linear_centroid: vec2<f32>,
@location(3) @interpolate(linear, sample) linear_sample: vec3<f32>,
@location(4) perspective: vec4<f32>,
@location(5) @interpolate(perspective, centroid) perspective_centroid: f32,
@location(6) @interpolate(perspective, sample) perspective_sample: f32,
};
@stage(vertex)

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@@ -1,6 +1,6 @@
struct Foo {
a: vec4<f32>;
b: i32;
a: vec4<f32>,
b: i32,
};
let v_f32_one: vec4<f32> = vec4<f32>(1.0, 1.0, 1.0, 1.0);

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@@ -1,5 +1,5 @@
struct DynamicArray {
arr: array<u32>;
arr: array<u32>,
};
@group(0) @binding(0)

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@@ -1,10 +1,10 @@
struct gl_PerVertex {
@builtin(position) gl_Position: vec4<f32>;
@builtin(position) gl_Position: vec4<f32>,
};
struct VertexOutput {
@location(0) member: vec2<f32>;
@builtin(position) gl_Position: vec4<f32>;
@location(0) member: vec2<f32>,
@builtin(position) gl_Position: vec4<f32>,
};
var<private> v_uv: vec2<f32>;

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@@ -1,6 +1,6 @@
struct VertexOutput {
@location(0) uv: vec2<f32>;
@builtin(position) position: vec4<f32>;
@location(0) uv: vec2<f32>,
@builtin(position) position: vec4<f32>,
};
let c_scale: f32 = 1.2000000476837158;

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@@ -1,5 +1,5 @@
struct FragmentOutput {
@location(0) o_color: vec4<f32>;
@location(0) o_color: vec4<f32>,
};
var<private> v_uv_1: vec2<f32>;

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@@ -1,6 +1,6 @@
struct VertexOutput {
@location(0) v_uv: vec2<f32>;
@builtin(position) member: vec4<f32>;
@location(0) v_uv: vec2<f32>,
@builtin(position) member: vec4<f32>,
};
var<private> a_pos_1: vec2<f32>;

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@@ -1,23 +1,23 @@
struct Globals {
view_proj: mat4x4<f32>;
num_lights: vec4<u32>;
view_proj: mat4x4<f32>,
num_lights: vec4<u32>,
};
struct Entity {
world: mat4x4<f32>;
color: vec4<f32>;
world: mat4x4<f32>,
color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) proj_position: vec4<f32>;
@location(0) world_normal: vec3<f32>;
@location(1) world_position: vec4<f32>;
@builtin(position) proj_position: vec4<f32>,
@location(0) world_normal: vec3<f32>,
@location(1) world_position: vec4<f32>,
};
struct Light {
proj: mat4x4<f32>;
pos: vec4<f32>;
color: vec4<f32>;
proj: mat4x4<f32>,
pos: vec4<f32>,
color: vec4<f32>,
};
let c_ambient: vec3<f32> = vec3<f32>(0.05000000074505806, 0.05000000074505806, 0.05000000074505806);

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@@ -1,11 +1,11 @@
struct VertexOutput {
@builtin(position) position: vec4<f32>;
@location(0) uv: vec3<f32>;
@builtin(position) position: vec4<f32>,
@location(0) uv: vec3<f32>,
};
struct Data {
proj_inv: mat4x4<f32>;
view: mat4x4<f32>;
proj_inv: mat4x4<f32>,
view: mat4x4<f32>,
};
@group(0) @binding(0)