wgsl: Replace [[decoration]] with @decoration

Deprecate the old syntax. Migrate everything to the new syntax.

Bug: tint:1382
Change-Id: Ide12b2e927b17dc93b9714c7049090864cc568d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77260
Reviewed-by: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Reviewed-by: David Neto <dneto@google.com>
Commit-Queue: David Neto <dneto@google.com>
This commit is contained in:
Ben Clayton
2022-01-19 22:46:57 +00:00
committed by Tint LUCI CQ
parent 8f1d5224ee
commit 01e4b6fc18
3200 changed files with 15906 additions and 15215 deletions

View File

@@ -1,19 +1,19 @@
struct VertexInputs0 {
[[builtin(vertex_index)]] vertex_index : u32;
[[location(0)]] loc0 : i32;
@builtin(vertex_index) vertex_index : u32;
@location(0) loc0 : i32;
};
struct VertexInputs1 {
[[location(2)]] loc1 : u32;
[[location(3)]] loc3 : vec4<f32>;
@location(2) loc1 : u32;
@location(3) loc3 : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn main(
inputs0 : VertexInputs0,
[[location(1)]] loc1 : u32,
[[builtin(instance_index)]] instance_index : u32,
@location(1) loc1 : u32,
@builtin(instance_index) instance_index : u32,
inputs1 : VertexInputs1,
) -> [[builtin(position)]] vec4<f32> {
) -> @builtin(position) vec4<f32> {
let foo : u32 = inputs0.vertex_index + instance_index;
return vec4<f32>();
}

View File

@@ -1,19 +1,19 @@
struct VertexInputs0 {
[[builtin(vertex_index)]]
@builtin(vertex_index)
vertex_index : u32;
[[location(0)]]
@location(0)
loc0 : i32;
}
struct VertexInputs1 {
[[location(2)]]
@location(2)
loc1 : u32;
[[location(3)]]
@location(3)
loc3 : vec4<f32>;
}
[[stage(vertex)]]
fn main(inputs0 : VertexInputs0, [[location(1)]] loc1 : u32, [[builtin(instance_index)]] instance_index : u32, inputs1 : VertexInputs1) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn main(inputs0 : VertexInputs0, @location(1) loc1 : u32, @builtin(instance_index) instance_index : u32, inputs1 : VertexInputs1) -> @builtin(position) vec4<f32> {
let foo : u32 = (inputs0.vertex_index + instance_index);
return vec4<f32>();
}

View File

@@ -1,6 +1,6 @@
// /fallthroUgh]
fn marg8uintin() {
_ = (0 );
_ = (0 );
_ = isNormal(4.);
_ = (vec4<f32>( 2.));
@@ -37,36 +37,36 @@ struct Dbg {
};
struct F32s {
values : [[stride(4)]] array<f32>;
values : @stride(4) array<f32>;
};
struct U32s {
values : [[stride(4)]] array<u32>;
values : @stride(4) array<u32>;
};
struct I32s {
values : [[stride(4)]] array<i32>;
values : @stride(4) array<i32>;
};
struct AU32s {
values : [[stride(4)]] array<atomic<u32>>;
values : @stride(4) array<atomic<u32>>;
};
struct AI32s {
values : [[stride(4)]] array<atomic<i32>>;
values : @stride(4) array<atomic<i32>>;
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
[[binding(10), group(0)]] var<storage, read_write> indices : U32s;
@binding(10) @group(0) var<storage, read_write> indices : U32s;
[[binding(11), group(0)]] var<storage, read_write> positions : F32s;
@binding(11) @group(0) var<storage, read_write> positions : F32s;
[[binding(20), group(0)]] var<storage, read_write> counters : AU32s;
@binding(20) @group(0) var<storage, read_write> counters : AU32s;
[[binding(21), group(0)]] var<storage, read_write> LUT : AI32s;
@binding(21) @group(0) var<storage, read_write> LUT : AI32s;
[[binding(50), group(0)]] var<storage, read_write> dbg : Dbg;
@binding(50) @group(0) var<storage, read_write> dbg : Dbg;
fn toVoxelPos(position : vec3<f32>) -> vec3<f32> {
var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
@@ -106,8 +106,8 @@ fn doIgnore() {
var g55 = atomicLoad(&(LUT.values[0]));
}
[[stage(compute), workgroup_size(128)]]
fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(128)
fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms.numTriangles)) {
return;

View File

@@ -54,36 +54,36 @@ struct Dbg {
}
struct F32s {
values : [[stride(4)]] array<f32>;
values : @stride(4) array<f32>;
}
struct U32s {
values : [[stride(4)]] array<u32>;
values : @stride(4) array<u32>;
}
struct I32s {
values : [[stride(4)]] array<i32>;
values : @stride(4) array<i32>;
}
struct AU32s {
values : [[stride(4)]] array<atomic<u32>>;
values : @stride(4) array<atomic<u32>>;
}
struct AI32s {
values : [[stride(4)]] array<atomic<i32>>;
values : @stride(4) array<atomic<i32>>;
}
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
[[binding(10), group(0)]] var<storage, read_write> indices : U32s;
@binding(10) @group(0) var<storage, read_write> indices : U32s;
[[binding(11), group(0)]] var<storage, read_write> positions : F32s;
@binding(11) @group(0) var<storage, read_write> positions : F32s;
[[binding(20), group(0)]] var<storage, read_write> counters : AU32s;
@binding(20) @group(0) var<storage, read_write> counters : AU32s;
[[binding(21), group(0)]] var<storage, read_write> LUT : AI32s;
@binding(21) @group(0) var<storage, read_write> LUT : AI32s;
[[binding(50), group(0)]] var<storage, read_write> dbg : Dbg;
@binding(50) @group(0) var<storage, read_write> dbg : Dbg;
fn toVoxelPos(position : vec3<f32>) -> vec3<f32> {
var bbMin = vec3<f32>(uniforms.bbMin.x, uniforms.bbMin.y, uniforms.bbMin.z);
@@ -123,8 +123,8 @@ fn doIgnore() {
var g55 = atomicLoad(&(LUT.values[0]));
}
[[stage(compute), workgroup_size(128)]]
fn main_count([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(128)
fn main_count(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
var triangleIndex = GlobalInvocationID.x;
if ((triangleIndex >= uniforms.numTriangles)) {
return;