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>
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@ -180,7 +180,7 @@ namespace dawn_native { namespace d3d12 {
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return InitializeBase(parseResult);
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}
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ResultOrError<std::string> ShaderModule::TranslateToHLSLWithTint(
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ResultOrError<std::string> ShaderModule::TranslateToHLSL(
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const char* entryPointName,
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SingleShaderStage stage,
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PipelineLayout* layout,
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@ -322,8 +322,8 @@ namespace dawn_native { namespace d3d12 {
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std::string remappedEntryPoint;
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CompiledShader compiledShader = {};
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DAWN_TRY_ASSIGN(hlslSource,
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TranslateToHLSLWithTint(entryPointName, stage, layout, &remappedEntryPoint,
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&compiledShader.firstOffsetInfo));
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TranslateToHLSL(entryPointName, stage, layout, &remappedEntryPoint,
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&compiledShader.firstOffsetInfo));
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entryPointName = remappedEntryPoint.c_str();
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if (device->IsToggleEnabled(Toggle::DumpShaders)) {
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@ -59,11 +59,11 @@ namespace dawn_native { namespace d3d12 {
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~ShaderModule() override = default;
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MaybeError Initialize(ShaderModuleParseResult* parseResult);
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ResultOrError<std::string> TranslateToHLSLWithTint(const char* entryPointName,
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SingleShaderStage stage,
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PipelineLayout* layout,
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std::string* remappedEntryPointName,
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FirstOffsetInfo* firstOffsetInfo) const;
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ResultOrError<std::string> TranslateToHLSL(const char* entryPointName,
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SingleShaderStage stage,
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PipelineLayout* layout,
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std::string* remappedEntryPointName,
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FirstOffsetInfo* firstOffsetInfo) const;
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ResultOrError<PersistentCacheKey> CreateHLSLKey(const char* entryPointName,
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SingleShaderStage stage,
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@ -47,15 +47,15 @@ namespace dawn_native { namespace metal {
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const VertexState* vertexState = nullptr);
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private:
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ResultOrError<std::string> TranslateToMSLWithTint(const char* entryPointName,
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SingleShaderStage stage,
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const PipelineLayout* layout,
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uint32_t sampleMask,
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const RenderPipeline* renderPipeline,
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const VertexState* vertexState,
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std::string* remappedEntryPointName,
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bool* needsStorageBufferLength,
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bool* hasInvariantAttribute);
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ResultOrError<std::string> TranslateToMSL(const char* entryPointName,
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SingleShaderStage stage,
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const PipelineLayout* layout,
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uint32_t sampleMask,
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const RenderPipeline* renderPipeline,
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const VertexState* vertexState,
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std::string* remappedEntryPointName,
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bool* needsStorageBufferLength,
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bool* hasInvariantAttribute);
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ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
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~ShaderModule() override = default;
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MaybeError Initialize(ShaderModuleParseResult* parseResult);
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@ -44,16 +44,15 @@ namespace dawn_native { namespace metal {
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return InitializeBase(parseResult);
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}
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ResultOrError<std::string> ShaderModule::TranslateToMSLWithTint(
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const char* entryPointName,
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SingleShaderStage stage,
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const PipelineLayout* layout,
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uint32_t sampleMask,
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const RenderPipeline* renderPipeline,
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const VertexState* vertexState,
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std::string* remappedEntryPointName,
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bool* needsStorageBufferLength,
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bool* hasInvariantAttribute) {
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ResultOrError<std::string> ShaderModule::TranslateToMSL(const char* entryPointName,
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SingleShaderStage stage,
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const PipelineLayout* layout,
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uint32_t sampleMask,
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const RenderPipeline* renderPipeline,
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const VertexState* vertexState,
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std::string* remappedEntryPointName,
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bool* needsStorageBufferLength,
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bool* hasInvariantAttribute) {
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ScopedTintICEHandler scopedICEHandler(GetDevice());
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std::ostringstream errorStream;
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@ -187,10 +186,10 @@ namespace dawn_native { namespace metal {
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std::string remappedEntryPointName;
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std::string msl;
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bool hasInvariantAttribute = false;
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DAWN_TRY_ASSIGN(
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msl, TranslateToMSLWithTint(entryPointName, stage, layout, sampleMask, renderPipeline,
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vertexState, &remappedEntryPointName,
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&out->needsStorageBufferLength, &hasInvariantAttribute));
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DAWN_TRY_ASSIGN(msl,
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TranslateToMSL(entryPointName, stage, layout, sampleMask, renderPipeline,
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vertexState, &remappedEntryPointName,
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&out->needsStorageBufferLength, &hasInvariantAttribute));
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// Metal uses Clang to compile the shader as C++14. Disable everything in the -Wall
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// category. -Wunused-variable in particular comes up a lot in generated code, and some
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