Unify WGSL syntax to put stage decoration on same line
Bug: dawn:572 Change-Id: Ic7baba88bcff9cdb42e0507be58f84c824b62d25 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33980 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
parent
6401506adf
commit
2b606e9297
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@ -37,16 +37,14 @@ class ClipSpaceTest : public DawnTest {
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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Position = vec4<f32>(pos[VertexIndex], 1.0);
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Position = vec4<f32>(pos[VertexIndex], 1.0);
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return;
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return;
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})");
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})");
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pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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pipelineDescriptor.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;;
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[[location(0)]] var<out> fragColor : vec4<f32>;;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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return;
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})");
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})");
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@ -33,8 +33,7 @@ class ColorStateTest : public DawnTest {
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(3.0, -1.0),
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vec2<f32>(3.0, -1.0),
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@ -64,8 +63,7 @@ class ColorStateTest : public DawnTest {
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = myUbo.color;
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fragColor = myUbo.color;
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return;
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return;
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}
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}
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@ -785,8 +783,7 @@ TEST_P(ColorStateTest, IndependentColorState) {
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[[location(2)]] var<out> fragColor2 : vec4<f32>;
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[[location(2)]] var<out> fragColor2 : vec4<f32>;
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[[location(3)]] var<out> fragColor3 : vec4<f32>;
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[[location(3)]] var<out> fragColor3 : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor0 = myUbo.color0;
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fragColor0 = myUbo.color0;
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fragColor1 = myUbo.color1;
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fragColor1 = myUbo.color1;
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fragColor2 = myUbo.color2;
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fragColor2 = myUbo.color2;
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@ -890,8 +887,7 @@ TEST_P(ColorStateTest, DefaultBlendColor) {
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = myUbo.color;
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fragColor = myUbo.color;
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return;
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return;
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}
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}
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@ -1014,8 +1010,7 @@ TEST_P(ColorStateTest, ColorWriteMaskDoesNotAffectRenderPassLoadOpClear) {
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = myUbo.color;
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fragColor = myUbo.color;
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return;
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return;
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}
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}
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@ -145,8 +145,7 @@ class CompressedTextureBCFormatTest : public DawnTest {
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>(-3.0, 1.0),
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vec2<f32>(-3.0, 1.0),
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vec2<f32>( 3.0, 1.0),
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vec2<f32>( 3.0, 1.0),
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@ -163,8 +162,7 @@ class CompressedTextureBCFormatTest : public DawnTest {
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[[location(0)]] var<in> texCoord : vec2<f32>;
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[[location(0)]] var<in> texCoord : vec2<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = textureSample(texture0, sampler0, texCoord);
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fragColor = textureSample(texture0, sampler0, texCoord);
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return;
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return;
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})");
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})");
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@ -37,8 +37,7 @@ class CullingTest : public DawnTest {
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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return;
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return;
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})");
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})");
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@ -50,8 +49,7 @@ class CullingTest : public DawnTest {
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[[location(0)]] var<out> fragColor : vec4<f32>;;
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[[location(0)]] var<out> fragColor : vec4<f32>;;
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = vec4<f32>(
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fragColor = vec4<f32>(
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(FragCoord.xy - vec2<f32>(0.5, 0.5)) / vec2<f32>(255.0, 255.0),
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(FragCoord.xy - vec2<f32>(0.5, 0.5)) / vec2<f32>(255.0, 255.0),
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0.0, 1.0);
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0.0, 1.0);
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@ -103,16 +103,14 @@ TEST_P(D3D12CachingTests, SameShaderNoCache) {
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn vertex_main() -> void {
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fn vertex_main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn fragment_main() -> void {
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fn fragment_main() -> void {
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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@ -152,16 +150,14 @@ TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn vertex_main() -> void {
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fn vertex_main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn fragment_main() -> void {
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fn fragment_main() -> void {
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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@ -199,16 +195,14 @@ TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPointsPerStage) {
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wgpu::ShaderModule newModule = utils::CreateShaderModuleFromWGSL(device, R"(
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wgpu::ShaderModule newModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn vertex_main() -> void {
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fn vertex_main() -> void {
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Position = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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Position = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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return;
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return;
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}
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}
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn fragment_main() -> void {
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fn fragment_main() -> void {
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outColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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outColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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return;
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return;
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}
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}
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@ -237,14 +231,12 @@ TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPoints) {
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};
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};
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[[binding(0), set(0)]] var<storage_buffer> data : Data;
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[[binding(0), set(0)]] var<storage_buffer> data : Data;
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[[stage(compute)]]
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[[stage(compute)]] fn write1() -> void {
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fn write1() -> void {
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data.data = 1u;
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data.data = 1u;
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return;
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return;
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}
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}
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[[stage(compute)]]
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[[stage(compute)]] fn write42() -> void {
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fn write42() -> void {
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data.data = 42u;
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data.data = 42u;
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return;
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return;
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}
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}
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@ -284,4 +276,4 @@ TEST_P(D3D12CachingTests, ReuseShaderWithMultipleEntryPoints) {
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EXPECT_EQ(mPersistentCache.mCache.size(), 2u);
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EXPECT_EQ(mPersistentCache.mCache.size(), 2u);
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}
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}
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DAWN_INSTANTIATE_TEST(D3D12CachingTests, D3D12Backend());
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DAWN_INSTANTIATE_TEST(D3D12CachingTests, D3D12Backend());
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@ -38,8 +38,7 @@ class DepthBiasTests : public DawnTest {
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vertexSource = R"(
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vertexSource = R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, -1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>( 1.0, -1.0),
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@ -57,8 +56,7 @@ class DepthBiasTests : public DawnTest {
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vertexSource = R"(
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vertexSource = R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(
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const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(
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vec3<f32>(-1.0, -1.0, 0.0),
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vec3<f32>(-1.0, -1.0, 0.0),
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vec3<f32>( 1.0, -1.0, 0.0),
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vec3<f32>( 1.0, -1.0, 0.0),
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wgpu::ShaderModule fragmentModule = utils::CreateShaderModuleFromWGSL(device, R"(
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wgpu::ShaderModule fragmentModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;;
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[[location(0)]] var<out> fragColor : vec4<f32>;;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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return;
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})");
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})");
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@ -27,16 +27,14 @@ TEST_P(EntryPointTests, FragAndVertexSameModule) {
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn vertex_main() -> void {
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fn vertex_main() -> void {
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn fragment_main() -> void {
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fn fragment_main() -> void {
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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return;
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}
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}
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@ -82,14 +80,12 @@ TEST_P(EntryPointTests, TwoComputeInModule) {
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};
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};
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[[binding(0), set(0)]] var<storage_buffer> data : Data;
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[[binding(0), set(0)]] var<storage_buffer> data : Data;
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[[stage(compute)]]
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[[stage(compute)]] fn write1() -> void {
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fn write1() -> void {
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data.data = 1u;
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data.data = 1u;
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return;
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return;
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}
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}
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[[stage(compute)]]
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[[stage(compute)]] fn write42() -> void {
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fn write42() -> void {
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data.data = 42u;
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data.data = 42u;
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return;
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return;
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}
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}
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@ -35,8 +35,7 @@ class VertexBufferRobustnessTest : public DawnTest {
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return utils::CreateShaderModuleFromWGSL(device, (attributes + R"(
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return utils::CreateShaderModuleFromWGSL(device, (attributes + R"(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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[[stage(vertex)]] fn main() -> void {
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fn main() -> void {
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if ()" + successExpression + R"() {
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if ()" + successExpression + R"() {
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# Success case, move the vertex out of the viewport
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# Success case, move the vertex out of the viewport
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Position = vec4<f32>(-10.0, 0.0, 0.0, 1.0);
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Position = vec4<f32>(-10.0, 0.0, 0.0, 1.0);
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@ -61,8 +60,7 @@ class VertexBufferRobustnessTest : public DawnTest {
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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[[stage(fragment)]] fn main() -> void {
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fn main() -> void {
|
|
||||||
outColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
outColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -594,15 +594,13 @@ TEST_F(RenderPipelineValidationTest, EntryPointNameValidation) {
|
||||||
|
|
||||||
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
|
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||||
[[builtin(position)]] var<out> position : vec4<f32>;
|
[[builtin(position)]] var<out> position : vec4<f32>;
|
||||||
[[stage(vertex)]]
|
[[stage(vertex)]] fn vertex_main() -> void {
|
||||||
fn vertex_main() -> void {
|
|
||||||
position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
[[location(0)]] var<out> color : vec4<f32>;
|
[[location(0)]] var<out> color : vec4<f32>;
|
||||||
[[stage(fragment)]]
|
[[stage(fragment)]] fn fragment_main() -> void {
|
||||||
fn fragment_main() -> void {
|
|
||||||
color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -651,13 +649,11 @@ TEST_F(RenderPipelineValidationTest, VertexAttribCorrectEntryPoint) {
|
||||||
[[location(0)]] var<in> attrib0 : vec4<f32>;
|
[[location(0)]] var<in> attrib0 : vec4<f32>;
|
||||||
[[location(1)]] var<in> attrib1 : vec4<f32>;
|
[[location(1)]] var<in> attrib1 : vec4<f32>;
|
||||||
|
|
||||||
[[stage(vertex)]]
|
[[stage(vertex)]] fn vertex0() -> void {
|
||||||
fn vertex0() -> void {
|
|
||||||
position = attrib0;
|
position = attrib0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
[[stage(vertex)]]
|
[[stage(vertex)]] fn vertex1() -> void {
|
||||||
fn vertex1() -> void {
|
|
||||||
position = attrib1;
|
position = attrib1;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -700,13 +696,11 @@ TEST_F(RenderPipelineValidationTest, FragmentOutputCorrectEntryPoint) {
|
||||||
[[location(0)]] var<out> colorFloat : vec4<f32>;
|
[[location(0)]] var<out> colorFloat : vec4<f32>;
|
||||||
[[location(0)]] var<out> colorUint : vec4<u32>;
|
[[location(0)]] var<out> colorUint : vec4<u32>;
|
||||||
|
|
||||||
[[stage(fragment)]]
|
[[stage(fragment)]] fn fragmentFloat() -> void {
|
||||||
fn fragmentFloat() -> void {
|
|
||||||
colorFloat = vec4<f32>(0.0, 0.0, 0.0, 0.0);
|
colorFloat = vec4<f32>(0.0, 0.0, 0.0, 0.0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
[[stage(fragment)]]
|
[[stage(fragment)]] fn fragmentUint() -> void {
|
||||||
fn fragmentUint() -> void {
|
|
||||||
colorUint = vec4<u32>(0, 0, 0, 0);
|
colorUint = vec4<u32>(0, 0, 0, 0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue