Update comments in test WGSL files.

This CL updates the test WGSL files to use // for comments instead of #.

Change-Id: I5ba31cfe15e9f293bcb82f82e2a3dbe6f6e61e96
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/37480
Commit-Queue: dan sinclair <dsinclair@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
Auto-Submit: dan sinclair <dsinclair@chromium.org>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
dan sinclair 2021-01-12 18:13:28 +00:00 committed by Commit Bot service account
parent 0b5d1dd5d8
commit 42e873c6f6
5 changed files with 77 additions and 77 deletions

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@ -1,18 +1,18 @@
# Copyright 2020 The Tint Authors. // Copyright 2020 The Tint Authors.
# //
# Licensed under the Apache License, Version 2.0 (the "License"); // Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License. // you may not use this file except in compliance with the License.
# You may obtain a copy of the License at // You may obtain a copy of the License at
# //
# http://www.apache.org/licenses/LICENSE-2.0 // http://www.apache.org/licenses/LICENSE-2.0
# //
# Unless required by applicable law or agreed to in writing, software // Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS, // distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
# limitations under the License. // limitations under the License.
# vertex shader // vertex shader
[[location(0)]] var<in> a_particlePos : vec2<f32>; [[location(0)]] var<in> a_particlePos : vec2<f32>;
[[location(1)]] var<in> a_particleVel : vec2<f32>; [[location(1)]] var<in> a_particleVel : vec2<f32>;
@ -28,7 +28,7 @@ fn vert_main() -> void {
gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0); gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0);
} }
# fragment shader // fragment shader
[[location(0)]] var<out> fragColor : vec4<f32>; [[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] [[stage(fragment)]]
@ -36,7 +36,7 @@ fn frag_main() -> void {
fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0); fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
} }
# compute shader // compute shader
[[block]] struct Particle { [[block]] struct Particle {
[[offset(0)]] pos : vec2<f32>; [[offset(0)]] pos : vec2<f32>;
[[offset(8)]] vel : vec2<f32>; [[offset(8)]] vel : vec2<f32>;
@ -62,7 +62,7 @@ fn frag_main() -> void {
[[builtin(global_invocation_id)]] var<in> gl_GlobalInvocationID : vec3<u32>; [[builtin(global_invocation_id)]] var<in> gl_GlobalInvocationID : vec3<u32>;
# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
[[stage(compute)]] [[stage(compute)]]
fn comp_main() -> void { fn comp_main() -> void {
var index : u32 = gl_GlobalInvocationID.x; var index : u32 = gl_GlobalInvocationID.x;
@ -112,13 +112,13 @@ fn comp_main() -> void {
vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) +
(cVel * params.rule3Scale); (cVel * params.rule3Scale);
# clamp velocity for a more pleasing simulation // clamp velocity for a more pleasing simulation
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1); vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
# kinematic update // kinematic update
vPos = vPos + (vVel * params.deltaT); vPos = vPos + (vVel * params.deltaT);
# Wrap around boundary // Wrap around boundary
if (vPos.x < -1.0) { if (vPos.x < -1.0) {
vPos.x = 1.0; vPos.x = 1.0;
} }
@ -132,7 +132,7 @@ fn comp_main() -> void {
vPos.y = -1.0; vPos.y = -1.0;
} }
# Write back // Write back
particlesB.particles[index].pos = vPos; particlesB.particles[index].pos = vPos;
particlesB.particles[index].vel = vVel; particlesB.particles[index].vel = vVel;
} }

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@ -1,18 +1,18 @@
# Copyright 2020 The Tint Authors. // Copyright 2020 The Tint Authors.
# //
# Licensed under the Apache License, Version 2.0 (the "License"); // Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License. // you may not use this file except in compliance with the License.
# You may obtain a copy of the License at // You may obtain a copy of the License at
# //
# http://www.apache.org/licenses/LICENSE-2.0 // http://www.apache.org/licenses/LICENSE-2.0
# //
# Unless required by applicable law or agreed to in writing, software // Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS, // distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
# limitations under the License. // limitations under the License.
# Vertex shader // Vertex shader
[[block]] struct Uniforms { [[block]] struct Uniforms {
[[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>; [[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>;
}; };
@ -30,7 +30,7 @@ fn vtx_main() -> void {
vtxFragColor = color; vtxFragColor = color;
} }
# Fragment shader // Fragment shader
[[location(0)]] var<in> fragColor : vec4<f32>; [[location(0)]] var<in> fragColor : vec4<f32>;
[[location(0)]] var<out> outColor : vec4<f32>; [[location(0)]] var<out> outColor : vec4<f32>;

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@ -1,16 +1,16 @@
# Copyright 2020 The Tint Authors. // Copyright 2020 The Tint Authors.
# //
# Licensed under the Apache License, Version 2.0 (the "License"); // Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License. // you may not use this file except in compliance with the License.
# You may obtain a copy of the License at // You may obtain a copy of the License at
# //
# http://www.apache.org/licenses/LICENSE-2.0 // http://www.apache.org/licenses/LICENSE-2.0
# //
# Unless required by applicable law or agreed to in writing, software // Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS, // distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
# limitations under the License. // limitations under the License.
fn main() -> f32 { fn main() -> f32 {
return ((2. * 3.) - 4.) / 5.; return ((2. * 3.) - 4.) / 5.;

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@ -1,16 +1,16 @@
# Copyright 2020 The Tint Authors. // Copyright 2020 The Tint Authors.
# //
# Licensed under the Apache License, Version 2.0 (the "License"); // Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License. // you may not use this file except in compliance with the License.
# You may obtain a copy of the License at // You may obtain a copy of the License at
# //
# http://www.apache.org/licenses/LICENSE-2.0 // http://www.apache.org/licenses/LICENSE-2.0
# //
# Unless required by applicable law or agreed to in writing, software // Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS, // distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
# limitations under the License. // limitations under the License.
[[location(0)]] var<out> gl_FragColor : vec4<f32>; [[location(0)]] var<out> gl_FragColor : vec4<f32>;

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@ -1,18 +1,18 @@
# Copyright 2020 The Tint Authors. // Copyright 2020 The Tint Authors.
# //
# Licensed under the Apache License, Version 2.0 (the "License"); // Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License. // you may not use this file except in compliance with the License.
# You may obtain a copy of the License at // You may obtain a copy of the License at
# //
# http://www.apache.org/licenses/LICENSE-2.0 // http://www.apache.org/licenses/LICENSE-2.0
# //
# Unless required by applicable law or agreed to in writing, software // Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS, // distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and // See the License for the specific language governing permissions and
# limitations under the License. // limitations under the License.
# Vertex shader // Vertex shader
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>(0.0, 0.5), vec2<f32>(0.0, 0.5),
vec2<f32>(-0.5, -0.5), vec2<f32>(-0.5, -0.5),
@ -26,7 +26,7 @@ fn vtx_main() -> void {
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0); Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
} }
# Fragment shader // Fragment shader
[[location(0)]] var<out> outColor : vec4<f32>; [[location(0)]] var<out> outColor : vec4<f32>;
[[stage(fragment)]] [[stage(fragment)]]