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Update texture storage syntax.
This CL updates the WGSL texture storage syntax to use the access decoration. Bug: tint:286 Change-Id: I0024a0682c6a6479eb7a8436f8df4c9a76ec5e2a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/37880 Commit-Queue: dan sinclair <dsinclair@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com> Auto-Submit: dan sinclair <dsinclair@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Ben Clayton <bclayton@google.com>
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@@ -1554,7 +1554,7 @@ namespace {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> tex : texture_storage_ro_2d<rgba8unorm>;
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[[set(0), binding(0)]] var<uniform_constant> tex : [[access(read)]] texture_storage_2d<rgba8unorm>;
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[[stage(fragment)]] fn main() -> void {
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})");
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utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
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@@ -1580,7 +1580,7 @@ namespace {
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{
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// Create a passthrough compute pipeline with a readonly storage texture
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> tex : texture_storage_ro_2d<rgba8unorm>;
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[[set(0), binding(0)]] var<uniform_constant> tex : [[access(read)]] texture_storage_2d<rgba8unorm>;
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[[stage(compute)]] fn main() -> void {
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})");
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wgpu::ComputePipelineDescriptor pipelineDescriptor;
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@@ -125,7 +125,7 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
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// Readonly storage texture can be declared in a vertex shader.
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{
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wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> image0 : texture_storage_ro_2d<rgba8unorm>;
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[[set(0), binding(0)]] var<uniform_constant> image0 : [[access(read)]] texture_storage_2d<rgba8unorm>;
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]] fn main() -> void {
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@@ -142,7 +142,7 @@ TEST_F(StorageTextureValidationTests, RenderPipeline) {
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// Read-only storage textures can be declared in a fragment shader.
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{
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> image0 : texture_storage_ro_2d<rgba8unorm>;
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[[set(0), binding(0)]] var<uniform_constant> image0 : [[access(read)]] texture_storage_2d<rgba8unorm>;
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<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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@@ -197,7 +197,7 @@ TEST_F(StorageTextureValidationTests, ComputePipeline) {
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// Read-only storage textures can be declared in a compute shader.
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{
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wgpu::ShaderModule csModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[set(0), binding(0)]] var<uniform_constant> image0 : texture_storage_ro_2d<rgba8unorm>;
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[[set(0), binding(0)]] var<uniform_constant> image0 : [[access(read)]] texture_storage_2d<rgba8unorm>;
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[[builtin(local_invocation_id)]] var<in> LocalInvocationID : vec3<u32>;
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[[block]] struct Buf {
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