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Remove EntryPoint.
This CL removes the EntryPoint node and transitions everything to the stage decoration. Change-Id: Ib2840155905c8fa60ff35870f0c4b6705efb73ff Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/28705 Commit-Queue: dan sinclair <dsinclair@chromium.org> Reviewed-by: David Neto <dneto@google.com> Reviewed-by: Sarah Mashayekhi <sarahmashay@google.com>
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@@ -21,7 +21,8 @@ import "GLSL.std.450" as std;
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[[location(2)]] var<in> a_pos : vec2<f32>;
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[[builtin(position)]] var<out> gl_Position : vec4<f32>;
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fn vtx_main() -> void {
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[[stage(vertex)]]
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fn vert_main() -> void {
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var angle : f32 = -std::atan2(a_particleVel.x, a_particleVel.y);
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var pos : vec2<f32> = vec2<f32>(
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(a_pos.x * std::cos(angle)) - (a_pos.y * std::sin(angle)),
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@@ -29,16 +30,15 @@ fn vtx_main() -> void {
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gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0);
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return;
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}
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entry_point vertex as "vert_main" = vtx_main;
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# fragment shader
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]]
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fn frag_main() -> void {
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fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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return;
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}
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entry_point fragment as "frag_main" = frag_main;
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# compute shader
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type Particle = [[block]] struct {
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@@ -67,7 +67,8 @@ type Particles = [[block]] struct {
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[[builtin(global_invocation_id)]] var<in> gl_GlobalInvocationID : vec3<u32>;
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# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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fn compute_main() -> void {
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[[stage(compute)]]
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fn comp_main() -> void {
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var index : u32 = gl_GlobalInvocationID.x;
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if (index >= 5) {
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return;
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@@ -149,5 +150,3 @@ fn compute_main() -> void {
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return;
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}
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entry_point compute as "comp_main" = compute_main;
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@@ -12,9 +12,6 @@
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# See the License for the specific language governing permissions and
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# limitations under the License.
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entry_point vertex = vtx_main;
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entry_point fragment = frag_main;
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# Vertex shader
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type Uniforms = [[block]] struct {
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[[offset(0)]] modelViewProjectionMatrix : mat4x4<f32>;
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@@ -27,6 +24,7 @@ type Uniforms = [[block]] struct {
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[[location(0)]] var<out> vtxFragColor : vec4<f32>;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[stage(vertex)]]
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fn vtx_main() -> void {
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Position = uniforms.modelViewProjectionMatrix * cur_position;
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vtxFragColor = color;
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@@ -37,6 +35,7 @@ fn vtx_main() -> void {
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[[location(0)]] var<in> fragColor : vec4<f32>;
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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fn frag_main() -> void {
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outColor = fragColor;
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return;
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@@ -18,10 +18,10 @@ fn bar() -> void {
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return;
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}
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[[stage(fragment)]]
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fn main() -> void {
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var a : vec2<f32> = vec2<f32>();
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gl_FragColor = vec4<f32>(0.4, 0.4, 0.8, 1.0);
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bar();
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return;
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}
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entry_point fragment = main;
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@@ -1,6 +1,6 @@
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# v-switch03: line 7: the case selector values must have the same type as the selector expression
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: i32 = -2;
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switch (a) {
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@@ -1,6 +1,6 @@
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# v-switch03: line 7: the case selector values must have the same type as the selector expression
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: u32 = 2;
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switch (a) {
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@@ -1,7 +1,7 @@
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# v-switch04: line 9: a literal value must not appear more than once in the case selectors for a
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# switch statement: '0'
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: u32 = 2;
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switch (a) {
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@@ -1,7 +1,7 @@
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# v-switch05: line 9: a fallthrough statement must not appear as the last statement in last clause
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# of a switch
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: i32 = -2;
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switch (a) {
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@@ -1,6 +1,6 @@
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# v-0008: line 6: switch statement must have exactly one default clause
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: i32 = 2;
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switch (a) {
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@@ -1,6 +1,6 @@
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# v-0008: line 6: switch statement must have exactly one default clause
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: i32 = 2;
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switch (a) {
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@@ -1,6 +1,6 @@
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# v-switch01: line 6: switch statement selector expression must be of a scalar integer type
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entry_point vertex = main;
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[[stage(vertex)]]
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fn main() -> void {
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var a: f32 = 3.14;
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switch (a) {
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@@ -21,16 +21,17 @@ const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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[[builtin(position)]] var<out> Position : vec4<f32>;
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[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
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[[stage(vertex)]]
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fn vtx_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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entry_point vertex as "main" = vtx_main;
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# Fragment shader
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[[location(0)]] var<out> outColor : vec4<f32>;
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[[stage(fragment)]]
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fn frag_main() -> void {
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outColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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}
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entry_point fragment = frag_main;
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@@ -15,9 +15,9 @@
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# Vertex shader
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var<private> a : i32;
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[[stage(vertex)]]
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fn main() -> void {
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a = 2;
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return;
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}
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entry_point vertex as "main" = main;
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@@ -12,9 +12,9 @@
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# See the License for the specific language governing permissions and
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# limitations under the License.
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[[stage(fragment)]]
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fn main() -> void {
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var a : f32 = 2.0;
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{ a = 3.14;}
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return;
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}
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entry_point fragment = main;
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