Update vertex index decoration names.

This Cl updates the `vertex_idx` to the new `vertex_index` decoration
name.

Change-Id: Ic3688e1af87ed0d570b00ccb72d0e84ac920831b
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/38142
Commit-Queue: dan sinclair <dsinclair@chromium.org>
Auto-Submit: dan sinclair <dsinclair@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
dan sinclair 2021-01-21 15:41:20 +00:00 committed by Commit Bot service account
parent 534517ca63
commit c2032ea637
25 changed files with 36 additions and 36 deletions

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@ -37,7 +37,7 @@ void init() {
wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_RenderAttachment, 640, 480);
const char* vs =
"[[builtin(vertex_idx)]] var<in> VertexIndex : u32;\n"
"[[builtin(vertex_index)]] var<in> VertexIndex : u32;\n"
"[[builtin(position)]] var<out> Position : vec4<f32>;\n"
"const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(\n"
" vec2<f32>( 0.0, 0.5),\n"

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@ -313,7 +313,7 @@ int main(int argc, const char* argv[]) {
// The hacky pipeline to render a triangle.
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
vec2<f32>( 0.0, 0.5),

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@ -44,7 +44,7 @@ namespace dawn_native {
vec2<f32>( 0.5, 2.0));
[[location(0)]] var<out> v_texcoord: vec2<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);

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@ -46,7 +46,7 @@ class BindGroupTests : public DawnTest {
wgpu::ShaderModule MakeSimpleVSModule() const {
return utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -164,7 +164,7 @@ TEST_P(BindGroupTests, ReusedUBO) {
[[group(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -251,7 +251,7 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
};
[[group(0), binding(0)]] var <uniform> vertexUbo : VertexUniformBuffer;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -374,7 +374,7 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
[[group(0), binding(0)]] var <uniform> vertexUbo1 : VertexUniformBuffer1;
[[group(1), binding(0)]] var <uniform> vertexUbo2 : VertexUniformBuffer2;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -961,7 +961,7 @@ TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -1117,7 +1117,7 @@ TEST_P(BindGroupTests, ReadonlyStorage) {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -293,7 +293,7 @@ class BufferZeroInitTest : public DawnTest {
CreateRenderPipelineForTest(R"(
[[location(0)]] var<out> o_color : vec4<f32>;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -34,7 +34,7 @@ class ClipSpaceTest : public DawnTest {
vec3<f32>(-1.0, -1.0, 0.5),
vec3<f32>( 1.0, -1.0, 0.0));
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -31,7 +31,7 @@ class ColorStateTest : public DawnTest {
DawnTest::SetUp();
vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -143,7 +143,7 @@ class CompressedTextureBCFormatTest : public DawnTest {
[[builtin(position)]] var<out> Position : vec4<f32>;
[[location(0)]] var<out> texCoord : vec2 <f32>;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(

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@ -34,7 +34,7 @@ class CullingTest : public DawnTest {
vec2<f32>( 1.0, 0.0),
vec2<f32>( 1.0, -1.0));
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -36,7 +36,7 @@ class DepthBiasTests : public DawnTest {
case QuadAngle::Flat:
// Draw a square at z = 0.25
vertexSource = R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
@ -54,7 +54,7 @@ class DepthBiasTests : public DawnTest {
case QuadAngle::TiltedX:
// Draw a square ranging from 0 to 0.5, bottom to top
vertexSource = R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec3<f32>, 6> = array<vec3<f32>, 6>(

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@ -29,7 +29,7 @@ class DepthStencilCopyTests : public DawnTest {
// Draw a square in the bottom left quarter of the screen.
mVertexModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -239,7 +239,7 @@ class DepthStencilCopyTests : public DawnTest {
utils::ComboRenderPipelineDescriptor pipelineDescriptor(device);
pipelineDescriptor.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -58,7 +58,7 @@ class DepthStencilStateTest : public DawnTest {
[[offset(12)]] depth : f32;
};
[[group(0), binding(0)]] var<uniform> ubo : UBO;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -94,7 +94,7 @@ class DynamicBufferOffsetTests : public DawnTest {
wgpu::RenderPipeline CreateRenderPipeline(bool isInheritedPipeline = false) {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(

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@ -91,7 +91,7 @@ void FirstIndexOffsetTests::TestImpl(DrawMode mode,
if ((checkIndex & CheckIndex::Vertex) != 0) {
vertexShader << R"(
[[builtin(vertex_idx)]] var<in> vertex_index : u32;
[[builtin(vertex_index)]] var<in> vertex_index : u32;
[[location(1)]] var<out> out_vertex_index : u32;
)";
fragmentShader << R"(
@ -100,7 +100,7 @@ void FirstIndexOffsetTests::TestImpl(DrawMode mode,
}
if ((checkIndex & CheckIndex::Instance) != 0) {
vertexShader << R"(
[[builtin(instance_idx)]] var<in> instance_index : u32;
[[builtin(instance_index)]] var<in> instance_index : u32;
[[location(2)]] var<out> out_instance_index : u32;
)";
fragmentShader << R"(

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@ -248,7 +248,7 @@ class IOSurfaceUsageTests : public IOSurfaceTestBase {
wgpu::RenderPipeline pipeline;
{
wgpu::ShaderModule vs = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[location(0)]] var<out> o_texCoord : vec2<f32>;
[[builtin(position)]] var<out> Position : vec4<f32>;

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@ -34,7 +34,7 @@ class IndexFormatTest : public DawnTest {
wgpu::PrimitiveTopology primitiveTopology = wgpu::PrimitiveTopology::TriangleStrip) {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[location(0)]] var<in> pos : vec4<f32>;
[[builtin(vertex_idx)]] var<in> idx : u32;
[[builtin(vertex_index)]] var<in> idx : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
// 0xFFFFFFFE is a designated invalid index used by some tests.

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@ -39,7 +39,7 @@ class OcclusionQueryTests : public QueryTests {
DawnTest::SetUp();
vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(

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@ -77,7 +77,7 @@ class RenderPassLoadOpTests : public DawnTest {
// draws a blue quad on the right half of the screen
const char* vsSource = R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -27,7 +27,7 @@ class RenderPassTest : public DawnTest {
// Shaders to draw a bottom-left triangle in blue.
mVSModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -55,7 +55,7 @@ class SamplerTest : public DawnTest {
mRenderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
auto vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -21,9 +21,9 @@ class ScissorTest : public DawnTest {
protected:
wgpu::RenderPipeline CreateQuadPipeline(wgpu::TextureFormat format) {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(-1.0, 1.0),

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@ -147,7 +147,7 @@ class TextureFormatTest : public DawnTest {
utils::ComboRenderPipelineDescriptor desc(device);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -50,7 +50,7 @@ class TextureSubresourceTest : public DawnTest {
void DrawTriangle(const wgpu::TextureView& view) {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@ -90,7 +90,7 @@ class TextureSubresourceTest : public DawnTest {
void SampleAndDraw(const wgpu::TextureView& samplerView, const wgpu::TextureView& renderView) {
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
[[stage(vertex)]] fn main() -> void {

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@ -23,7 +23,7 @@ class ViewportTest : public DawnTest {
DawnTest::SetUp();
mQuadVS = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
const pos : array<vec2<f32>, 6> = array<vec2<f32>, 6>(
@ -96,7 +96,7 @@ class ViewportTest : public DawnTest {
// Create a pipeline drawing 3 points at depth 1.0, 0.5 and 0.0.
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[builtin(position)]] var<out> Position : vec4<f32>;
const points : array<vec3<f32>, 3> = array<vec3<f32>, 3>(

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@ -475,7 +475,7 @@ TEST_F(RenderPipelineValidationTest, StorageBufferInVertexShaderNoLayout) {
[[offset(0)]] data : [[stride(4)]] array<u32, 100>;
};
[[group(0), binding(0)]] var<storage_buffer> dst : [[access(read_write)]] Dst;
[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
[[builtin(vertex_index)]] var<in> VertexIndex : u32;
[[stage(vertex)]] fn main() -> void {
dst.data[VertexIndex] = 0x1234u;
})");