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>
This commit is contained in:
Brandon Jones
2021-05-21 05:01:38 +00:00
committed by Dawn LUCI CQ
parent 4589de61a0
commit 41c87d973a
110 changed files with 609 additions and 927 deletions

View File

@@ -311,7 +311,7 @@ int main(int argc, const char* argv[]) {
queue = device.GetQueue();
// The hacky pipeline to render a triangle.
utils::ComboRenderPipelineDescriptor2 pipelineDesc;
utils::ComboRenderPipelineDescriptor pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>( 0.0, 0.5),
@@ -328,7 +328,7 @@ int main(int argc, const char* argv[]) {
})");
// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
pipelineDesc.cTargets[0].format = wgpu::TextureFormat::BGRA8Unorm;
trianglePipeline = device.CreateRenderPipeline2(&pipelineDesc);
trianglePipeline = device.CreateRenderPipeline(&pipelineDesc);
// Craete the first window, since the example exits when there are no windows.
AddWindow();