From ae84e79f3fbc668dc7009738d6df45b3d8aa72d9 Mon Sep 17 00:00:00 2001 From: ShrekShao <5031596+shrekshao@users.noreply.github.com> Date: Tue, 23 Jan 2024 23:42:49 -0800 Subject: [PATCH] Remove workaround for Tint unary array access (#3308) * Remove workaround for Tint unary array access * fix review comments --- src/webgpu/api/operation/rendering/depth.spec.ts | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) diff --git a/src/webgpu/api/operation/rendering/depth.spec.ts b/src/webgpu/api/operation/rendering/depth.spec.ts index 3b2227db983e..a81a7c78125c 100644 --- a/src/webgpu/api/operation/rendering/depth.spec.ts +++ b/src/webgpu/api/operation/rendering/depth.spec.ts @@ -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, 4> = array, 4>( - vec2(0.2, 0.2), - vec2(0.3, 0.3), - vec2(-0.1, -0.1), - vec2(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(0.5, 0.5, z, 1.0);