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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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@@ -312,7 +312,7 @@ int main(int argc, const char* argv[]) {
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// The hacky pipeline to render a triangle.
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utils::ComboRenderPipelineDescriptor2 pipelineDesc;
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pipelineDesc.vertex.module = utils::CreateShaderModuleFromWGSL(device, R"(
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pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
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[[builtin(vertex_index)]] 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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@@ -324,7 +324,7 @@ int main(int argc, const char* argv[]) {
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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.cFragment.module = utils::CreateShaderModuleFromWGSL(device, R"(
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pipelineDesc.cFragment.module = utils::CreateShaderModule(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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