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