Remove ShaderStage that doesn't exist in WebGPU.

Instead it is replaced by one enum in dawn_native and another in utils.

BUG=dawn:22

Change-Id: I094a40c8d4e22b704e59aea60cbefd1f05c5352a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8800
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Corentin Wallez
2019-07-12 17:52:22 +00:00
committed by Commit Bot service account
parent 06ab6e5b13
commit 2a1d8c2b1d
65 changed files with 218 additions and 215 deletions

View File

@@ -44,7 +44,8 @@ void init() {
"void main() {\n"
" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
"}\n";
DawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
DawnShaderModule vsModule =
utils::CreateShaderModule(dawn::Device(device), utils::ShaderStage::Vertex, vs).Release();
const char* fs =
"#version 450\n"
@@ -52,7 +53,8 @@ void init() {
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
DawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
DawnShaderModule fsModule =
utils::CreateShaderModule(device, utils::ShaderStage::Fragment, fs).Release();
{
DawnRenderPipelineDescriptor descriptor;