Remove all "WithTint" suffixes from Dawn native.

The D3D12 and Metal backends no longer support any other
shading language translator, so the suffix is superfluous.

Bug: dawn:1099
Change-Id: I6a1a249a80d59dbf9cabf5d4ea917f852745e78e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/63400
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White 2021-09-02 16:50:58 +00:00 committed by Dawn LUCI CQ
parent 3f249c12b5
commit c0f20fbc54
4 changed files with 30 additions and 31 deletions

View File

@ -180,7 +180,7 @@ namespace dawn_native { namespace d3d12 {
return InitializeBase(parseResult);
}
ResultOrError<std::string> ShaderModule::TranslateToHLSLWithTint(
ResultOrError<std::string> ShaderModule::TranslateToHLSL(
const char* entryPointName,
SingleShaderStage stage,
PipelineLayout* layout,
@ -322,8 +322,8 @@ namespace dawn_native { namespace d3d12 {
std::string remappedEntryPoint;
CompiledShader compiledShader = {};
DAWN_TRY_ASSIGN(hlslSource,
TranslateToHLSLWithTint(entryPointName, stage, layout, &remappedEntryPoint,
&compiledShader.firstOffsetInfo));
TranslateToHLSL(entryPointName, stage, layout, &remappedEntryPoint,
&compiledShader.firstOffsetInfo));
entryPointName = remappedEntryPoint.c_str();
if (device->IsToggleEnabled(Toggle::DumpShaders)) {

View File

@ -59,11 +59,11 @@ namespace dawn_native { namespace d3d12 {
~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult);
ResultOrError<std::string> TranslateToHLSLWithTint(const char* entryPointName,
SingleShaderStage stage,
PipelineLayout* layout,
std::string* remappedEntryPointName,
FirstOffsetInfo* firstOffsetInfo) const;
ResultOrError<std::string> TranslateToHLSL(const char* entryPointName,
SingleShaderStage stage,
PipelineLayout* layout,
std::string* remappedEntryPointName,
FirstOffsetInfo* firstOffsetInfo) const;
ResultOrError<PersistentCacheKey> CreateHLSLKey(const char* entryPointName,
SingleShaderStage stage,

View File

@ -47,15 +47,15 @@ namespace dawn_native { namespace metal {
const VertexState* vertexState = nullptr);
private:
ResultOrError<std::string> TranslateToMSLWithTint(const char* entryPointName,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t sampleMask,
const RenderPipeline* renderPipeline,
const VertexState* vertexState,
std::string* remappedEntryPointName,
bool* needsStorageBufferLength,
bool* hasInvariantAttribute);
ResultOrError<std::string> TranslateToMSL(const char* entryPointName,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t sampleMask,
const RenderPipeline* renderPipeline,
const VertexState* vertexState,
std::string* remappedEntryPointName,
bool* needsStorageBufferLength,
bool* hasInvariantAttribute);
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult);

View File

@ -44,16 +44,15 @@ namespace dawn_native { namespace metal {
return InitializeBase(parseResult);
}
ResultOrError<std::string> ShaderModule::TranslateToMSLWithTint(
const char* entryPointName,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t sampleMask,
const RenderPipeline* renderPipeline,
const VertexState* vertexState,
std::string* remappedEntryPointName,
bool* needsStorageBufferLength,
bool* hasInvariantAttribute) {
ResultOrError<std::string> ShaderModule::TranslateToMSL(const char* entryPointName,
SingleShaderStage stage,
const PipelineLayout* layout,
uint32_t sampleMask,
const RenderPipeline* renderPipeline,
const VertexState* vertexState,
std::string* remappedEntryPointName,
bool* needsStorageBufferLength,
bool* hasInvariantAttribute) {
ScopedTintICEHandler scopedICEHandler(GetDevice());
std::ostringstream errorStream;
@ -187,10 +186,10 @@ namespace dawn_native { namespace metal {
std::string remappedEntryPointName;
std::string msl;
bool hasInvariantAttribute = false;
DAWN_TRY_ASSIGN(
msl, TranslateToMSLWithTint(entryPointName, stage, layout, sampleMask, renderPipeline,
vertexState, &remappedEntryPointName,
&out->needsStorageBufferLength, &hasInvariantAttribute));
DAWN_TRY_ASSIGN(msl,
TranslateToMSL(entryPointName, stage, layout, sampleMask, renderPipeline,
vertexState, &remappedEntryPointName,
&out->needsStorageBufferLength, &hasInvariantAttribute));
// Metal uses Clang to compile the shader as C++14. Disable everything in the -Wall
// category. -Wunused-variable in particular comes up a lot in generated code, and some