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https://github.com/baldurk/renderdoc.git
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Centralise generation of buffer format strings for struct buffers
* We also fix a number of issues that could cause incorrect formats to be generated. * Test cases added for D3D11/GL/Vulkan to test different struct types. These aren't automated at the moment because most of the code they're testing is in the UI itself.
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "gl_test.h"
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struct GL_Structured_Buffer_Nested : OpenGLGraphicsTest
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{
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static constexpr const char *Description =
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"Just draws a simple triangle, using normal pipeline. Basic test that can be used "
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"for any dead-simple tests that don't require any particular API use";
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std::string common = R"EOSHADER(
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#version 430 core
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#define v2f v2f_block \
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{ \
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vec4 pos; \
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vec4 col; \
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vec4 uv; \
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}
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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struct supernest
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{
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float x;
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};
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struct nest
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{
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vec3 v;
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supernest s;
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float a, b, c;
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};
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layout(binding = 0, std430) buffer nest_struct_buffer
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{
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nest n[3];
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vec4 p;
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nest rtarray[];
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} nestbuf;
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layout(binding = 1) uniform samplerBuffer plainbuf;
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layout(binding = 2, std430) buffer struct_buffer
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{
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nest rtarray[];
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} structbuf;
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layout(binding = 3, std430) buffer output_buffer
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{
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vec4 dump[];
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} out_buf;
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void main()
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{
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int idx = 0;
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out_buf.dump[idx++] = vec4(nestbuf.n[0].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.n[1].a, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.n[2].c, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.n[2].s.x, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = nestbuf.p;
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[0].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[3].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[6].v, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(nestbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f);
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idx++;
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out_buf.dump[idx++] = texelFetch(plainbuf, 3);
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out_buf.dump[idx++] = texelFetch(plainbuf, 4);
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out_buf.dump[idx++] = texelFetch(plainbuf, 5);
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idx++;
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out_buf.dump[idx++] = vec4(structbuf.rtarray[0].v, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[3].v, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[6].v, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[4].a, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[5].b, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[7].c, 0.0f, 0.0f, 1.0f);
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out_buf.dump[idx++] = vec4(structbuf.rtarray[8].s.x, 0.0f, 0.0f, 1.0f);
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Color = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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}
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)EOSHADER";
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int main(int argc, char **argv)
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{
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// initialise, create window, create context, etc
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if(!Init(argc, argv))
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return 3;
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(DefaultTri), DefaultTri, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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GLuint program = MakeProgram(common + vertex, common + pixel);
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glObjectLabel(GL_PROGRAM, program, -1, "Full program");
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float data[16 * 100];
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for(int i = 0; i < 16 * 100; i++)
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data[i] = float(i);
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GLuint buf = MakeBuffer();
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buf);
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glBufferStorage(GL_SHADER_STORAGE_BUFFER, sizeof(data), data, 0);
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GLuint outbuf = MakeBuffer();
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, outbuf);
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glBufferStorage(GL_SHADER_STORAGE_BUFFER, 1024, NULL, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, buf);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, buf);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, outbuf);
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GLuint tbuf_store = MakeBuffer();
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glBindBuffer(GL_TEXTURE_BUFFER, tbuf_store);
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glBufferStorage(GL_TEXTURE_BUFFER, sizeof(data), data, 0);
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GLuint tbuf = MakeTexture();
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glBindTexture(GL_TEXTURE_BUFFER, tbuf);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32F, tbuf_store);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, tbuf);
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while(Running())
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{
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float zeros[4] = {};
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, outbuf);
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glClearBufferSubData(GL_SHADER_STORAGE_BUFFER, GL_RGBA32F, 0, 1024, GL_RGBA, GL_FLOAT, zeros);
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float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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glBindVertexArray(vao);
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glUseProgram(program);
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, buf);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST(GL_Structured_Buffer_Nested);
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