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

@@ -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 = {};