mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-08 13:14:56 +00:00
Remove deprecated WGSL "-> void"
Bug: dawn:755 Change-Id: I10f2fb3afd26560df10b21d149a65b625bdb2b4b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47600 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Auto-Submit: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
committed by
Commit Bot service account
parent
71f3d58939
commit
21bd02becf
@@ -70,7 +70,7 @@ void init() {
|
||||
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
[[stage(vertex)]] fn main() {
|
||||
var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
|
||||
vec4<f32>( 0.0, 0.1, 0.0, 1.0),
|
||||
vec4<f32>(-0.1, -0.1, 0.0, 1.0),
|
||||
@@ -111,7 +111,7 @@ void init() {
|
||||
[[location(0)]] var<out> FragColor : vec4<f32>;
|
||||
[[location(0)]] var<in> v_color : vec4<f32>;
|
||||
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
[[stage(fragment)]] fn main() {
|
||||
FragColor = v_color;
|
||||
})");
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ void init() {
|
||||
" vec2<f32>(-0.5, -0.5),\n"
|
||||
" vec2<f32>( 0.5, -0.5)\n"
|
||||
");\n"
|
||||
"[[stage(vertex)]] fn main() -> void {\n"
|
||||
"[[stage(vertex)]] fn main() {\n"
|
||||
" Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);\n"
|
||||
" return;\n"
|
||||
"}\n";
|
||||
@@ -52,7 +52,7 @@ void init() {
|
||||
|
||||
const char* fs =
|
||||
"[[location(0)]] var<out> fragColor : vec4<f32>;\n"
|
||||
"[[stage(fragment)]] fn main() -> void {\n"
|
||||
"[[stage(fragment)]] fn main() {\n"
|
||||
" fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);\n"
|
||||
" return;\n"
|
||||
"}\n";
|
||||
|
||||
@@ -102,7 +102,7 @@ void initRender() {
|
||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn main() -> void {
|
||||
fn main() {
|
||||
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)),
|
||||
@@ -115,7 +115,7 @@ void initRender() {
|
||||
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
||||
[[location(0)]] var<out> FragColor : vec4<f32>;
|
||||
[[stage(fragment)]]
|
||||
fn main() -> void {
|
||||
fn main() {
|
||||
FragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
||||
return;
|
||||
}
|
||||
@@ -174,7 +174,7 @@ void initSim() {
|
||||
|
||||
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
|
||||
[[stage(compute)]]
|
||||
fn main() -> void {
|
||||
fn main() {
|
||||
var index : u32 = GlobalInvocationID.x;
|
||||
if (index >= params.particleCount) {
|
||||
return;
|
||||
|
||||
@@ -98,7 +98,7 @@ void init() {
|
||||
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||
[[location(0)]] var<in> pos : vec4<f32>;
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
[[stage(vertex)]] fn main() {
|
||||
Position = pos;
|
||||
return;
|
||||
})");
|
||||
@@ -109,7 +109,7 @@ void init() {
|
||||
[[group(0), binding(1)]] var myTexture : texture_2d<f32>;
|
||||
|
||||
[[location(0)]] var<out> FragColor : vec4<f32>;
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
[[stage(fragment)]] fn main() {
|
||||
FragColor = textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
|
||||
return;
|
||||
})");
|
||||
|
||||
@@ -119,7 +119,7 @@ void init() {
|
||||
[[location(2)]] var<out> f_col : vec3<f32>;
|
||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
[[stage(vertex)]] fn main() {
|
||||
f_col = col;
|
||||
Position = camera.proj * camera.view * model.matrix * vec4<f32>(pos, 1.0);
|
||||
return;
|
||||
@@ -129,7 +129,7 @@ void init() {
|
||||
[[location(0)]] var<out> FragColor : vec4<f32>;
|
||||
[[location(2)]] var<in> f_col : vec3<f32>;
|
||||
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
[[stage(fragment)]] fn main() {
|
||||
FragColor = vec4<f32>(f_col, 1.0);
|
||||
return;
|
||||
})");
|
||||
@@ -138,7 +138,7 @@ void init() {
|
||||
[[location(0)]] var<out> FragColor : vec4<f32>;
|
||||
[[location(2)]] var<in> f_col : vec3<f32>;
|
||||
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
[[stage(fragment)]] fn main() {
|
||||
FragColor = vec4<f32>(mix(f_col, vec3<f32>(0.5, 0.5, 0.5), vec3<f32>(0.5, 0.5, 0.5)), 1.0);
|
||||
return;
|
||||
})");
|
||||
|
||||
@@ -320,13 +320,13 @@ int main(int argc, const char* argv[]) {
|
||||
vec2<f32>(-0.5, -0.5),
|
||||
vec2<f32>( 0.5, -0.5)
|
||||
);
|
||||
[[stage(vertex)]] fn main() -> void {
|
||||
[[stage(vertex)]] fn main() {
|
||||
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
|
||||
return;
|
||||
})");
|
||||
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
|
||||
[[location(0)]] var<out> fragColor : vec4<f32>;
|
||||
[[stage(fragment)]] fn main() -> void {
|
||||
[[stage(fragment)]] fn main() {
|
||||
fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
})");
|
||||
|
||||
Reference in New Issue
Block a user