[glsl] Propagate names to block struct wrappers
Dawn adds prefixes to buffer names to ensure that names do not clash
between vertex and fragment shaders used in the same pipeline.
We also need to use a consistent name for the inner struct member so
that GLSL can match them between stages properly.
Bug: 42251044
Change-Id: Ie50c403f9fa8464dde1b98333d9bbe79855986f6
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/210274
Reviewed-by: dan sinclair <dsinclair@chromium.org>
Commit-Queue: James Price <jrprice@google.com>
diff --git a/test/tint/builtins/gen/var/textureDimensions/6f1b5d.wgsl.expected.ir.glsl b/test/tint/builtins/gen/var/textureDimensions/6f1b5d.wgsl.expected.ir.glsl
index c963afa..0161011 100644
--- a/test/tint/builtins/gen/var/textureDimensions/6f1b5d.wgsl.expected.ir.glsl
+++ b/test/tint/builtins/gen/var/textureDimensions/6f1b5d.wgsl.expected.ir.glsl
@@ -3,8 +3,8 @@
precision highp int;
layout(binding = 0, std430)
-buffer tint_symbol_1_1_ssbo {
- uvec2 tint_symbol;
+buffer prevent_dce_block_1_ssbo {
+ uvec2 inner;
} v;
uniform highp sampler2D arg_0;
uvec2 textureDimensions_6f1b5d() {
@@ -13,13 +13,13 @@
return res;
}
void main() {
- v.tint_symbol = textureDimensions_6f1b5d();
+ v.inner = textureDimensions_6f1b5d();
}
#version 310 es
layout(binding = 0, std430)
-buffer tint_symbol_1_1_ssbo {
- uvec2 tint_symbol;
+buffer prevent_dce_block_1_ssbo {
+ uvec2 inner;
} v;
uniform highp sampler2D arg_0;
uvec2 textureDimensions_6f1b5d() {
@@ -29,7 +29,7 @@
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
- v.tint_symbol = textureDimensions_6f1b5d();
+ v.inner = textureDimensions_6f1b5d();
}
#version 310 es