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Removed deprecated CreateRenderPipeline path
Renames all the RenderPipeline*2 stuff to simple RenderPipeline* but keeps *2 definitionas around as typedefs and wrappers so that users can migrate away from it. Bug: dawn:22 Change-Id: If301d81a829bba0646c3a61068f2279932b191e0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/51764 Commit-Queue: Brandon Jones <bajones@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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Dawn LUCI CQ
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4589de61a0
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@@ -311,7 +311,7 @@ int main(int argc, const char* argv[]) {
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queue = device.GetQueue();
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// The hacky pipeline to render a triangle.
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utils::ComboRenderPipelineDescriptor2 pipelineDesc;
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utils::ComboRenderPipelineDescriptor pipelineDesc;
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pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
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let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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@@ -328,7 +328,7 @@ int main(int argc, const char* argv[]) {
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})");
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// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
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pipelineDesc.cTargets[0].format = wgpu::TextureFormat::BGRA8Unorm;
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trianglePipeline = device.CreateRenderPipeline2(&pipelineDesc);
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trianglePipeline = device.CreateRenderPipeline(&pipelineDesc);
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// Craete the first window, since the example exits when there are no windows.
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AddWindow();
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