Remove utility to create shader modules from GLSL

And rename CreateShaderModuleFromWGSL to CreateShaderModule.

Bug: dawn:572
Change-Id: I80dab401078b2001d738b87d6e24437f93b690d1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45764
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Corentin Wallez
2021-03-24 15:55:32 +00:00
committed by Commit Bot service account
parent 1452cf60e5
commit 7aec4ae7c5
81 changed files with 338 additions and 432 deletions

View File

@@ -55,8 +55,7 @@ void init() {
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment,
640, 480);
wgpu::ShaderModule vsModule =
utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct Constants {
scale : f32;
time : f32;
@@ -108,7 +107,7 @@ void init() {
Position = vec4<f32>(xpos, ypos, 0.0, 1.0);
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[location(0)]] var<in> v_color : vec4<f32>;

View File

@@ -48,7 +48,7 @@ void init() {
" Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);\n"
" return;\n"
"}\n";
WGPUShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, vs).Release();
WGPUShaderModule vsModule = utils::CreateShaderModule(device, vs).Release();
const char* fs =
"[[location(0)]] var<out> fragColor : vec4<f32>;\n"
@@ -56,7 +56,7 @@ void init() {
" fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);\n"
" return;\n"
"}\n";
WGPUShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, fs).Release();
WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release();
{
WGPURenderPipelineDescriptor2 descriptor = {};

View File

@@ -95,7 +95,7 @@ void initBuffers() {
}
void initRender() {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<in> a_particlePos : vec2<f32>;
[[location(1)]] var<in> a_particleVel : vec2<f32>;
[[location(2)]] var<in> a_pos : vec2<f32>;
@@ -112,7 +112,7 @@ void initRender() {
}
)");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[stage(fragment)]]
fn main() -> void {
@@ -149,7 +149,7 @@ void initRender() {
}
void initSim() {
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Particle {
pos : vec2<f32>;
vel : vec2<f32>;

View File

@@ -95,7 +95,7 @@ void init() {
initBuffers();
initTextures();
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[location(0)]] var<in> pos : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@@ -103,7 +103,7 @@ void init() {
return;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture : texture_2d<f32>;

View File

@@ -101,7 +101,7 @@ void init() {
initBuffers();
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[block]] struct Camera {
view : mat4x4<f32>;
proj : mat4x4<f32>;
@@ -125,7 +125,7 @@ void init() {
return;
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[location(2)]] var<in> f_col : vec3<f32>;
@@ -134,7 +134,7 @@ void init() {
return;
})");
wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> FragColor : vec4<f32>;
[[location(2)]] var<in> f_col : vec3<f32>;

View File

@@ -312,7 +312,7 @@ int main(int argc, const char* argv[]) {
// The hacky pipeline to render a triangle.
utils::ComboRenderPipelineDescriptor2 pipelineDesc;
pipelineDesc.vertex.module = utils::CreateShaderModuleFromWGSL(device, R"(
pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
@@ -324,7 +324,7 @@ int main(int argc, const char* argv[]) {
Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
return;
})");
pipelineDesc.cFragment.module = utils::CreateShaderModuleFromWGSL(device, R"(
pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
[[location(0)]] var<out> fragColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);