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style: use concat!(…)
'd string for DIFFERENT_BGL_ORDER_BW_SHADER_AND_API
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@ -770,21 +770,22 @@ static DIFFERENT_BGL_ORDER_BW_SHADER_AND_API: GpuTestConfiguration = GpuTestConf
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// resource type) in the wrong list of a different resource type. Let's reproduce that
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// here.
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let trivial_shaders_with_some_reversed_bindings = "\
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@group(0) @binding(3) var myTexture2: texture_2d<f32>;
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@group(0) @binding(2) var myTexture1: texture_2d<f32>;
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@group(0) @binding(1) var mySampler: sampler;
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@fragment
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fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4f {
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return textureSample(myTexture1, mySampler, pos.xy) + textureSample(myTexture2, mySampler, pos.xy);
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}
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@vertex
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fn vs_main() -> @builtin(position) vec4<f32> {
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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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}
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";
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let trivial_shaders_with_some_reversed_bindings = concat!(
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"@group(0) @binding(3) var myTexture2: texture_2d<f32>;\n",
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"@group(0) @binding(2) var myTexture1: texture_2d<f32>;\n",
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"@group(0) @binding(1) var mySampler: sampler;\n",
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"\n",
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"@fragment\n",
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"fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4f {\n",
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" return textureSample(myTexture1, mySampler, pos.xy) \n",
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" + textureSample(myTexture2, mySampler, pos.xy);\n",
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"}\n",
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"\n",
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"@vertex\n",
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"fn vs_main() -> @builtin(position) vec4<f32> {\n",
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" return vec4<f32>(0.0, 0.0, 0.0, 1.0);\n",
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"}\n",
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);
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let trivial_shaders_with_some_reversed_bindings =
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ctx.device
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@ -852,7 +853,7 @@ fn vs_main() -> @builtin(position) vec4<f32> {
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depth_stencil: None,
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multisample: wgt::MultisampleState::default(),
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multiview: None,
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cache: None
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cache: None,
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});
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// fail(&ctx.device, || {
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