Rename ShaderStageBit to ShaderStage.

This is to follow changes to WebGPU's IDL and header file where the Bit
suffix disappeared. This caused a conflict with
utils/dawn_native::ShaderStage that were both renamed to
SingleShaderStage.

BUG-dawn: 22
Change-Id: I7b085686775fa19e4b4a3b54979903d72f3ef660
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/10462
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
This commit is contained in:
Corentin Wallez
2019-08-27 08:42:29 +00:00
committed by Commit Bot service account
parent 9e9e29f7a6
commit b9b088f57e
76 changed files with 469 additions and 460 deletions

View File

@@ -28,13 +28,13 @@ namespace utils {
namespace {
shaderc_shader_kind ShadercShaderKind(ShaderStage stage) {
shaderc_shader_kind ShadercShaderKind(SingleShaderStage stage) {
switch (stage) {
case ShaderStage::Vertex:
case SingleShaderStage::Vertex:
return shaderc_glsl_vertex_shader;
case ShaderStage::Fragment:
case SingleShaderStage::Fragment:
return shaderc_glsl_fragment_shader;
case ShaderStage::Compute:
case SingleShaderStage::Compute:
return shaderc_glsl_compute_shader;
default:
UNREACHABLE();
@@ -60,7 +60,7 @@ namespace utils {
} // anonymous namespace
dawn::ShaderModule CreateShaderModule(const dawn::Device& device,
ShaderStage stage,
SingleShaderStage stage,
const char* source) {
shaderc_shader_kind kind = ShadercShaderKind(stage);
@@ -288,7 +288,7 @@ namespace utils {
dawn::BindGroupLayout MakeBindGroupLayout(
const dawn::Device& device,
std::initializer_list<dawn::BindGroupLayoutBinding> bindingsInitializer) {
constexpr dawn::ShaderStageBit kNoStages{};
constexpr dawn::ShaderStage kNoStages{};
std::vector<dawn::BindGroupLayoutBinding> bindings;
for (const dawn::BindGroupLayoutBinding& binding : bindingsInitializer) {

View File

@@ -26,10 +26,10 @@ namespace utils {
enum Expectation { Success, Failure };
enum class ShaderStage { Vertex, Fragment, Compute };
enum class SingleShaderStage { Vertex, Fragment, Compute };
dawn::ShaderModule CreateShaderModule(const dawn::Device& device,
ShaderStage stage,
SingleShaderStage stage,
const char* source);
dawn::ShaderModule CreateShaderModuleFromASM(const dawn::Device& device, const char* source);