Update WGSL vertex_idx i32 -> u32
Bug: dawn:572 Change-Id: I7d477481d06ffdfde6590c2297f2c3f5e704b044 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/34000 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
parent
2b606e9297
commit
9175f00eec
|
@ -57,7 +57,7 @@ namespace dawn_native {
|
||||||
|
|
||||||
[[location(0)]] var<out> texCoord: vec2<f32>;
|
[[location(0)]] var<out> texCoord: vec2<f32>;
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
[[binding(0), set(0)]] var<uniform> uniforms : Uniforms;
|
[[binding(0), set(0)]] var<uniform> uniforms : Uniforms;
|
||||||
[[stage(vertex)]]
|
[[stage(vertex)]]
|
||||||
fn main() -> void {
|
fn main() -> void {
|
||||||
|
|
|
@ -34,7 +34,7 @@ class ClipSpaceTest : public DawnTest {
|
||||||
vec3<f32>(-1.0, -1.0, 0.5),
|
vec3<f32>(-1.0, -1.0, 0.5),
|
||||||
vec3<f32>( 1.0, -1.0, 0.0));
|
vec3<f32>( 1.0, -1.0, 0.0));
|
||||||
|
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
|
|
||||||
[[stage(vertex)]] fn main() -> void {
|
[[stage(vertex)]] fn main() -> void {
|
||||||
|
|
|
@ -30,7 +30,7 @@ class ColorStateTest : public DawnTest {
|
||||||
DawnTest::SetUp();
|
DawnTest::SetUp();
|
||||||
|
|
||||||
vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
|
|
||||||
[[stage(vertex)]] fn main() -> void {
|
[[stage(vertex)]] fn main() -> void {
|
||||||
|
|
|
@ -143,7 +143,7 @@ class CompressedTextureBCFormatTest : public DawnTest {
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
[[location(0)]] var<out> texCoord : vec2 <f32>;
|
[[location(0)]] var<out> texCoord : vec2 <f32>;
|
||||||
|
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
|
|
||||||
[[stage(vertex)]] fn main() -> void {
|
[[stage(vertex)]] fn main() -> void {
|
||||||
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
|
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
|
||||||
|
|
|
@ -34,7 +34,7 @@ class CullingTest : public DawnTest {
|
||||||
vec2<f32>( 1.0, 0.0),
|
vec2<f32>( 1.0, 0.0),
|
||||||
vec2<f32>( 1.0, -1.0));
|
vec2<f32>( 1.0, -1.0));
|
||||||
|
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
|
|
||||||
[[stage(vertex)]] fn main() -> void {
|
[[stage(vertex)]] fn main() -> void {
|
||||||
|
|
|
@ -36,7 +36,7 @@ class DepthBiasTests : public DawnTest {
|
||||||
case QuadAngle::Flat:
|
case QuadAngle::Flat:
|
||||||
// Draw a square at z = 0.25
|
// Draw a square at z = 0.25
|
||||||
vertexSource = R"(
|
vertexSource = R"(
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
[[stage(vertex)]] fn main() -> void {
|
[[stage(vertex)]] fn main() -> void {
|
||||||
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
|
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
|
||||||
|
@ -54,7 +54,7 @@ class DepthBiasTests : public DawnTest {
|
||||||
case QuadAngle::TiltedX:
|
case QuadAngle::TiltedX:
|
||||||
// Draw a square ranging from 0 to 0.5, bottom to top
|
// Draw a square ranging from 0 to 0.5, bottom to top
|
||||||
vertexSource = R"(
|
vertexSource = R"(
|
||||||
[[builtin(vertex_idx)]] var<in> VertexIndex : i32;
|
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
|
||||||
[[builtin(position)]] var<out> Position : vec4<f32>;
|
[[builtin(position)]] var<out> Position : vec4<f32>;
|
||||||
[[stage(vertex)]] fn main() -> void {
|
[[stage(vertex)]] fn main() -> void {
|
||||||
const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(
|
const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(
|
||||||
|
|
Loading…
Reference in New Issue