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Port most of the samples to WGSL
Animometer's fragment shaders remains unported because it isn't clear how to use modf in WGSL. Bug: dawn:572 Change-Id: I29aa0ee657b813e7308f0300addd1d5795bfc16d Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33821 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -312,19 +312,23 @@ int main(int argc, const char* argv[]) {
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// The hacky pipeline to render a triangle.
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utils::ComboRenderPipelineDescriptor pipelineDesc(device);
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pipelineDesc.vertexStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
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pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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vec2<f32>( 0.5, -0.5)
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);
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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return;
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})");
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pipelineDesc.cFragmentStage.module =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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pipelineDesc.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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})");
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pipelineDesc.colorStateCount = 1;
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// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
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