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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>
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Tint LUCI CQ
parent
8f1d5224ee
commit
01e4b6fc18
@@ -2,15 +2,15 @@
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u_scale : vec2<f32>;
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u_offset : vec2<f32>;
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};
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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[[location(0)]] texcoords : vec2<f32>;
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[[builtin(position)]] position : vec4<f32>;
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@location(0) texcoords : vec2<f32>;
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@builtin(position) position : vec4<f32>;
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};
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[[stage(vertex)]] fn vs_main(
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[[builtin(vertex_index)]] VertexIndex : u32
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@stage(vertex) fn vs_main(
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@builtin(vertex_index) VertexIndex : u32
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) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(
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vec2<f32>(-0.5, 0.0),
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@@ -43,12 +43,12 @@ struct VertexOutputs {
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return output;
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}
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[[binding(1), group(0)]] var mySampler: sampler;
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[[binding(2), group(0)]] var myTexture: texture_2d<f32>;
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@binding(1) @group(0) var mySampler: sampler;
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@binding(2) @group(0) var myTexture: texture_2d<f32>;
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[[stage(fragment)]] fn fs_main(
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[[location(0)]] texcoord : vec2<f32>
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) -> [[location(0)]] vec4<f32> {
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@stage(fragment) fn fs_main(
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@location(0) texcoord : vec2<f32>
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) -> @location(0) vec4<f32> {
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// Clamp the texcoord and discard the out-of-bound pixels.
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var clampedTexcoord =
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clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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@@ -3,17 +3,17 @@ struct Uniforms {
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u_offset : vec2<f32>;
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}
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[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
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@binding(0) @group(0) var<uniform> uniforms : Uniforms;
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struct VertexOutputs {
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[[location(0)]]
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@location(0)
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texcoords : vec2<f32>;
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[[builtin(position)]]
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@builtin(position)
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position : vec4<f32>;
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}
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[[stage(vertex)]]
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fn vs_main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOutputs {
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@stage(vertex)
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fn vs_main(@builtin(vertex_index) VertexIndex : u32) -> VertexOutputs {
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var texcoord = array<vec2<f32>, 3>(vec2<f32>(-0.5, 0.0), vec2<f32>(1.5, 0.0), vec2<f32>(0.5, 2.0));
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var output : VertexOutputs;
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output.position = vec4<f32>(((texcoord[VertexIndex] * 2.0) - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
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@@ -26,12 +26,12 @@ fn vs_main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOutputs {
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return output;
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}
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[[binding(1), group(0)]] var mySampler : sampler;
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@binding(1) @group(0) var mySampler : sampler;
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[[binding(2), group(0)]] var myTexture : texture_2d<f32>;
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@binding(2) @group(0) var myTexture : texture_2d<f32>;
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[[stage(fragment)]]
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fn fs_main([[location(0)]] texcoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
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@stage(fragment)
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fn fs_main(@location(0) texcoord : vec2<f32>) -> @location(0) vec4<f32> {
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var clampedTexcoord = clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
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if (!(all((clampedTexcoord == texcoord)))) {
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discard;
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