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Remove workaround for Tint unary array access (gpuweb#3308)
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* Remove workaround for Tint unary array access

* fix review comments
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shrekshao authored Jan 24, 2024
1 parent 334e380 commit ae84e79
Showing 1 changed file with 2 additions and 7 deletions.
9 changes: 2 additions & 7 deletions src/webgpu/api/operation/rendering/depth.spec.ts
Original file line number Diff line number Diff line change
Expand Up @@ -467,13 +467,8 @@ g.test('reverse_depth')
@vertex fn main(
@builtin(vertex_index) VertexIndex : u32,
@builtin(instance_index) InstanceIndex : u32) -> Output {
// TODO: remove workaround for Tint unary array access broke
var zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(
vec2<f32>(0.2, 0.2),
vec2<f32>(0.3, 0.3),
vec2<f32>(-0.1, -0.1),
vec2<f32>(1.1, 1.1));
let z : f32 = zv[InstanceIndex].x;
let zv = array(0.2, 0.3, -0.1, 1.1);
let z = zv[InstanceIndex];
var output : Output;
output.Position = vec4<f32>(0.5, 0.5, z, 1.0);
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