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

@@ -14,11 +14,11 @@
// vertex shader
[[stage(vertex)]]
fn vert_main([[location(0)]] a_particlePos : vec2<f32>,
[[location(1)]] a_particleVel : vec2<f32>,
[[location(2)]] a_pos : vec2<f32>)
-> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn vert_main(@location(0) a_particlePos : vec2<f32>,
@location(1) a_particleVel : vec2<f32>,
@location(2) a_pos : vec2<f32>)
-> @builtin(position) vec4<f32> {
var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y);
var pos : vec2<f32> = vec2<f32>(
(a_pos.x * cos(angle)) - (a_pos.y * sin(angle)),
@@ -28,8 +28,8 @@ fn vert_main([[location(0)]] a_particlePos : vec2<f32>,
// fragment shader
[[stage(fragment)]]
fn frag_main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn frag_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
@@ -53,14 +53,14 @@ struct Particle {
particles : array<Particle, 5>;
};
[[binding(0), group(0)]] var<uniform> params : SimParams;
[[binding(1), group(0)]] var<storage, read_write> particlesA : Particles;
[[binding(2), group(0)]] var<storage, read_write> particlesB : Particles;
@binding(0) @group(0) var<uniform> params : SimParams;
@binding(1) @group(0) var<storage, read_write> particlesA : Particles;
@binding(2) @group(0) var<storage, read_write> particlesB : Particles;
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
[[stage(compute), workgroup_size(1)]]
@stage(compute) @workgroup_size(1)
fn comp_main(
[[builtin(global_invocation_id)]] gl_GlobalInvocationID : vec3<u32>) {
@builtin(global_invocation_id) gl_GlobalInvocationID : vec3<u32>) {
var index : u32 = gl_GlobalInvocationID.x;
if (index >= 5u) {
return;

View File

@@ -1,12 +1,12 @@
[[stage(vertex)]]
fn vert_main([[location(0)]] a_particlePos : vec2<f32>, [[location(1)]] a_particleVel : vec2<f32>, [[location(2)]] a_pos : vec2<f32>) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn vert_main(@location(0) a_particlePos : vec2<f32>, @location(1) a_particleVel : vec2<f32>, @location(2) a_pos : vec2<f32>) -> @builtin(position) vec4<f32> {
var angle : f32 = -(atan2(a_particleVel.x, a_particleVel.y));
var pos : vec2<f32> = vec2<f32>(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
return vec4<f32>((pos + a_particlePos), 0.0, 1.0);
}
[[stage(fragment)]]
fn frag_main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn frag_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
@@ -29,14 +29,14 @@ struct Particles {
particles : array<Particle, 5>;
}
[[binding(0), group(0)]] var<uniform> params : SimParams;
@binding(0) @group(0) var<uniform> params : SimParams;
[[binding(1), group(0)]] var<storage, read_write> particlesA : Particles;
@binding(1) @group(0) var<storage, read_write> particlesA : Particles;
[[binding(2), group(0)]] var<storage, read_write> particlesB : Particles;
@binding(2) @group(0) var<storage, read_write> particlesB : Particles;
[[stage(compute), workgroup_size(1)]]
fn comp_main([[builtin(global_invocation_id)]] gl_GlobalInvocationID : vec3<u32>) {
@stage(compute) @workgroup_size(1)
fn comp_main(@builtin(global_invocation_id) gl_GlobalInvocationID : vec3<u32>) {
var index : u32 = gl_GlobalInvocationID.x;
if ((index >= 5u)) {
return;

View File

@@ -17,19 +17,19 @@
modelViewProjectionMatrix : mat4x4<f32>;
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexInput {
[[location(0)]] cur_position : vec4<f32>;
[[location(1)]] color : vec4<f32>;
@location(0) cur_position : vec4<f32>;
@location(1) color : vec4<f32>;
};
struct VertexOutput {
[[location(0)]] vtxFragColor : vec4<f32>;
[[builtin(position)]] Position : vec4<f32>;
@location(0) vtxFragColor : vec4<f32>;
@builtin(position) Position : vec4<f32>;
};
[[stage(vertex)]]
@stage(vertex)
fn vtx_main(input : VertexInput) -> VertexOutput {
var output : VertexOutput;
output.Position = uniforms.modelViewProjectionMatrix * input.cur_position;
@@ -39,8 +39,8 @@ fn vtx_main(input : VertexInput) -> VertexOutput {
// Fragment shader
[[stage(fragment)]]
fn frag_main([[location(0)]] fragColor : vec4<f32>)
-> [[location(0)]] vec4<f32> {
@stage(fragment)
fn frag_main(@location(0) fragColor : vec4<f32>)
-> @location(0) vec4<f32> {
return fragColor;
}

View File

@@ -2,23 +2,23 @@ struct Uniforms {
modelViewProjectionMatrix : mat4x4<f32>;
}
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexInput {
[[location(0)]]
@location(0)
cur_position : vec4<f32>;
[[location(1)]]
@location(1)
color : vec4<f32>;
}
struct VertexOutput {
[[location(0)]]
@location(0)
vtxFragColor : vec4<f32>;
[[builtin(position)]]
@builtin(position)
Position : vec4<f32>;
}
[[stage(vertex)]]
@stage(vertex)
fn vtx_main(input : VertexInput) -> VertexOutput {
var output : VertexOutput;
output.Position = (uniforms.modelViewProjectionMatrix * input.cur_position);
@@ -26,7 +26,7 @@ fn vtx_main(input : VertexInput) -> VertexOutput {
return output;
}
[[stage(fragment)]]
fn frag_main([[location(0)]] fragColor : vec4<f32>) -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn frag_main(@location(0) fragColor : vec4<f32>) -> @location(0) vec4<f32> {
return fragColor;
}

View File

@@ -16,6 +16,6 @@ fn main() -> f32 {
return ((2. * 3.) - 4.) / 5.;
}
[[stage(compute), workgroup_size(2)]]
@stage(compute) @workgroup_size(2)
fn ep() {
}

View File

@@ -2,6 +2,6 @@ fn main() -> f32 {
return (((2.0 * 3.0) - 4.0) / 5.0);
}
[[stage(compute), workgroup_size(2)]]
@stage(compute) @workgroup_size(2)
fn ep() {
}

View File

@@ -15,8 +15,8 @@
fn bar() {
}
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main() -> @location(0) vec4<f32> {
var a : vec2<f32> = vec2<f32>();
bar();
return vec4<f32>(0.4, 0.4, 0.8, 1.0);

View File

@@ -1,8 +1,8 @@
fn bar() {
}
[[stage(fragment)]]
fn main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn main() -> @location(0) vec4<f32> {
var a : vec2<f32> = vec2<f32>();
bar();
return vec4<f32>(0.400000006, 0.400000006, 0.800000012, 1.0);

View File

@@ -6,11 +6,11 @@ fn main_1() {
}
struct main_out {
[[builtin(position)]]
@builtin(position)
gl_Position : vec4<f32>;
}
[[stage(vertex)]]
@stage(vertex)
fn main() -> main_out {
main_1();
return main_out(gl_Position);

View File

@@ -18,14 +18,14 @@ let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(-0.5, -0.5),
vec2<f32>(0.5, -0.5));
[[stage(vertex)]]
fn vtx_main([[builtin(vertex_index)]] VertexIndex : u32)
-> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn vtx_main(@builtin(vertex_index) VertexIndex : u32)
-> @builtin(position) vec4<f32> {
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
}
// Fragment shader
[[stage(fragment)]]
fn frag_main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn frag_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

View File

@@ -1,11 +1,11 @@
let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(vec2<f32>(0.0, 0.5), vec2<f32>(-0.5, -0.5), vec2<f32>(0.5, -0.5));
[[stage(vertex)]]
fn vtx_main([[builtin(vertex_index)]] VertexIndex : u32) -> [[builtin(position)]] vec4<f32> {
@stage(vertex)
fn vtx_main(@builtin(vertex_index) VertexIndex : u32) -> @builtin(position) vec4<f32> {
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
}
[[stage(fragment)]]
fn frag_main() -> [[location(0)]] vec4<f32> {
@stage(fragment)
fn frag_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}