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https://github.com/encounter/dawn-cmake.git
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wgsl: Replace use of [[attribute]] with @attribute
Bug: tint:1382 Change-Id: I58ad2c88fde1e7c96f2ae8257e6df924b94b61db Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/77660 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Ben Clayton <bclayton@google.com>
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Dawn LUCI CQ
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commit
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@@ -66,14 +66,14 @@ void init() {
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scalar : f32;
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scalarOffset : f32;
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};
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[[group(0), binding(0)]] var<uniform> c : Constants;
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@group(0) @binding(0) var<uniform> c : Constants;
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struct VertexOut {
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[[location(0)]] v_color : vec4<f32>;
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[[builtin(position)]] Position : vec4<f32>;
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@location(0) v_color : vec4<f32>;
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@builtin(position) Position : vec4<f32>;
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};
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[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut {
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@stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
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var positions : array<vec4<f32>, 3> = array<vec4<f32>, 3>(
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vec4<f32>( 0.0, 0.1, 0.0, 1.0),
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vec4<f32>(-0.1, -0.1, 0.0, 1.0),
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@@ -113,8 +113,7 @@ void init() {
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main([[location(0)]] v_color : vec4<f32>)
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-> [[location(0)]] vec4<f32> {
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@stage(fragment) fn main(@location(0) v_color : vec4<f32>) -> @location(0) vec4<f32> {
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return v_color;
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})");
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@@ -38,9 +38,9 @@ void init() {
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wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_RenderAttachment, 640, 480);
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const char* vs = R"(
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[[stage(vertex)]] fn main(
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[[builtin(vertex_index)]] VertexIndex : u32
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) -> [[builtin(position)]] vec4<f32> {
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@stage(vertex) fn main(
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@builtin(vertex_index) VertexIndex : u32
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) -> @builtin(position) vec4<f32> {
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var pos = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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@@ -51,7 +51,7 @@ void init() {
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WGPUShaderModule vsModule = utils::CreateShaderModule(device, vs).Release();
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const char* fs = R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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@stage(fragment) fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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})";
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WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release();
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@@ -96,13 +96,13 @@ void initBuffers() {
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void initRender() {
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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struct VertexIn {
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[[location(0)]] a_particlePos : vec2<f32>;
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[[location(1)]] a_particleVel : vec2<f32>;
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[[location(2)]] a_pos : vec2<f32>;
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@location(0) a_particlePos : vec2<f32>;
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@location(1) a_particleVel : vec2<f32>;
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@location(2) a_pos : vec2<f32>;
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};
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[[stage(vertex)]]
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fn main(input : VertexIn) -> [[builtin(position)]] vec4<f32> {
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@stage(vertex)
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fn main(input : VertexIn) -> @builtin(position) vec4<f32> {
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var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y);
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var pos : vec2<f32> = vec2<f32>(
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(input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)),
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@@ -112,8 +112,8 @@ void initRender() {
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)");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]]
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fn main() -> [[location(0)]] vec4<f32> {
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@stage(fragment)
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fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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)");
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@@ -164,13 +164,13 @@ void initSim() {
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struct Particles {
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particles : array<Particle>;
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};
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[[binding(0), group(0)]] var<uniform> params : SimParams;
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[[binding(1), group(0)]] var<storage, read> particlesA : Particles;
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[[binding(2), group(0)]] var<storage, read_write> particlesB : Particles;
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@binding(0), group(0) var<uniform> params : SimParams;
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@binding(1), group(0) var<storage, read> particlesA : Particles;
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@binding(2), group(0) var<storage, read_write> particlesB : Particles;
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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[[stage(compute), workgroup_size(1)]]
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fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
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@stage(compute) @workgroup_size(1)
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fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {
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var index : u32 = GlobalInvocationID.x;
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if (index >= params.particleCount) {
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return;
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@@ -97,17 +97,17 @@ void init() {
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initTextures();
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]] fn main([[location(0)]] pos : vec4<f32>)
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-> [[builtin(position)]] vec4<f32> {
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@stage(vertex) fn main(@location(0) pos : vec4<f32>)
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-> @builtin(position) vec4<f32> {
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return pos;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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[[group(0), binding(0)]] var mySampler: sampler;
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[[group(0), binding(1)]] var myTexture : texture_2d<f32>;
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@group(0) @binding(0) var mySampler: sampler;
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@group(0) @binding(1) var myTexture : texture_2d<f32>;
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[[stage(fragment)]] fn main([[builtin(position)]] FragCoord : vec4<f32>)
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-> [[location(0)]] vec4<f32> {
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@stage(fragment) fn main(@builtin(position) FragCoord : vec4<f32>)
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-> @location(0) vec4<f32> {
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return textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
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})");
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@@ -314,8 +314,8 @@ int main(int argc, const char* argv[]) {
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// The hacky pipeline to render a triangle.
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utils::ComboRenderPipelineDescriptor pipelineDesc;
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pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
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[[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32)
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-> [[builtin(position)]] vec4<f32> {
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@stage(vertex) fn main(@builtin(vertex_index) VertexIndex : u32)
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-> @builtin(position) vec4<f32> {
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var pos = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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@@ -324,7 +324,7 @@ int main(int argc, const char* argv[]) {
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return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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})");
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pipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"(
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[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
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@stage(fragment) fn main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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})");
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// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
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