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Update Dawn tests to use group instead of set.
This Cl updates the WGSL used by Dawn to use the new `group` decoration instead of the deprecated `set` decoration. Change-Id: I145aaff7721dfafff986ddc429c9cdc9389c2110 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38141 Auto-Submit: dan sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
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@@ -167,9 +167,9 @@ void initSim() {
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[[block]] struct Particles {
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[[offset(0)]] particles : [[stride(16)]] array<Particle>;
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};
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[[binding(0), set(0)]] var<uniform> params : SimParams;
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[[binding(1), set(0)]] var<storage_buffer> particlesA : [[access(read)]] Particles;
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[[binding(2), set(0)]] var<storage_buffer> particlesB : [[access(read_write)]] Particles;
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[[binding(0), group(0)]] var<uniform> params : SimParams;
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[[binding(1), group(0)]] var<storage_buffer> particlesA : [[access(read)]] Particles;
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[[binding(2), group(0)]] var<storage_buffer> particlesB : [[access(read_write)]] Particles;
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[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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@@ -105,8 +105,8 @@ void init() {
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[set(0), binding(0)]] var<uniform_constant> mySampler: sampler;
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[[set(0), binding(1)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[group(0), binding(0)]] var<uniform_constant> mySampler: sampler;
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[[group(0), binding(1)]] var<uniform_constant> myTexture : texture_2d<f32>;
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[[location(0)]] var<out> FragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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@@ -106,12 +106,12 @@ void init() {
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[[offset(0)]] view : mat4x4<f32>;
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[[offset(64)]] proj : mat4x4<f32>;
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};
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[[set(0), binding(0)]] var<uniform> camera : Camera;
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[[group(0), binding(0)]] var<uniform> camera : Camera;
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[[block]] struct Model {
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[[offset(0)]] matrix : mat4x4<f32>;
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};
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[[set(0), binding(1)]] var<uniform> model : Model;
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[[group(0), binding(1)]] var<uniform> model : Model;
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[[location(0)]] var<in> pos : vec3<f32>;
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[[location(1)]] var<in> col : vec3<f32>;
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