Convert WGSL comments to //

This CL updates the tests with WGSL sources to use // for comments
instead of #. This matches the current WGSL spec.

Change-Id: I04e1a18630a16b794955cace7e55a89221c964fe
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/37520
Auto-Submit: dan sinclair <dsinclair@chromium.org>
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
dan sinclair 2021-01-12 22:11:14 +00:00 committed by Commit Bot service account
parent 22eff1eb8c
commit e6ca254c72
9 changed files with 32 additions and 33 deletions

View File

@ -151,8 +151,7 @@ void initRender() {
}
void initSim() {
wgpu::ShaderModule module =
utils::CreateShaderModuleFromWGSL(device, R"(
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
[[block]] struct Particle {
[[offset(0)]] pos : vec2<f32>;
[[offset(8)]] vel : vec2<f32>;
@ -175,7 +174,7 @@ void initSim() {
[[binding(2), set(0)]] var<storage_buffer> particlesB : [[access(read_write)]] Particles;
[[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
# https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
[[stage(compute)]]
fn main() -> void {
var index : u32 = GlobalInvocationID.x;
@ -222,12 +221,12 @@ void initSim() {
vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) +
(cVel * params.rule3Scale);
# clamp velocity for a more pleasing simulation
// clamp velocity for a more pleasing simulation
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
# kinematic update
// kinematic update
vPos = vPos + (vVel * params.deltaT);
# Wrap around boundary
// Wrap around boundary
if (vPos.x < -1.0) {
vPos.x = 1.0;
}
@ -241,7 +240,7 @@ void initSim() {
vPos.y = -1.0;
}
# Write back
// Write back
particlesB.particles[index].pos = vPos;
particlesB.particles[index].vel = vVel;
return;

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@ -49,8 +49,8 @@ namespace dawn_native {
[[stage(vertex)]] fn main() -> void {
Position = vec4<f32>((texcoord[VertexIndex] * 2.0 - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
# Texture coordinate takes top-left as origin point. We need to map the
# texture to triangle carefully.
// Texture coordinate takes top-left as origin point. We need to map the
// texture to triangle carefully.
v_texcoord = (texcoord[VertexIndex] * vec2<f32>(1.0, -1.0) + vec2<f32>(0.0, 1.0)) *
uniforms.u_scale + uniforms.u_offset;
}
@ -62,7 +62,7 @@ namespace dawn_native {
[[location(0)]] var<in> v_texcoord : vec2<f32>;
[[location(0)]] var<out> rgbaColor : vec4<f32>;
[[stage(fragment)]] fn main() -> void {
# Clamp the texcoord and discard the out-of-bound pixels.
// Clamp the texcoord and discard the out-of-bound pixels.
var clampedTexcoord : vec2<f32> =
clamp(v_texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
if (all(clampedTexcoord == v_texcoord)) {

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@ -157,7 +157,7 @@ TEST_P(BindGroupTests, ReusedUBO) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
// TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
[[block]] struct VertexUniformBuffer {
[[offset(0)]] transform : vec4<f32>;
};
@ -245,7 +245,7 @@ TEST_P(BindGroupTests, UBOSamplerAndTexture) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
// TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
[[block]] struct VertexUniformBuffer {
[[offset(0)]] transform : vec4<f32>;
};
@ -360,8 +360,8 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
utils::BasicRenderPass renderPass = utils::CreateBasicRenderPass(device, kRTSize, kRTSize);
wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/369): Use a mat2x2 when Tint translates it correctly.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct VertexUniformBuffer1 {
[[offset(0)]] transform : vec4<f32>;
};
@ -370,7 +370,7 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
[[offset(0)]] transform : vec4<f32>;
};
# TODO(crbug.com/tint/386): Use the same struct definition.
// TODO(crbug.com/tint/386): Use the same struct definition.
[[set(0), binding(0)]] var <uniform> vertexUbo1 : VertexUniformBuffer1;
[[set(1), binding(0)]] var <uniform> vertexUbo2 : VertexUniformBuffer2;
@ -390,7 +390,7 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/386): Use the same struct
// TODO(crbug.com/tint/386): Use the same struct
[[block]] struct FragmentUniformBuffer1 {
[[offset(0)]] color : vec4<f32>;
};
@ -399,7 +399,7 @@ TEST_P(BindGroupTests, MultipleBindLayouts) {
[[offset(0)]] color : vec4<f32>;
};
# TODO(crbug.com/tint/386): Use the same struct definition.
// TODO(crbug.com/tint/386): Use the same struct definition.
[[set(0), binding(1)]] var <uniform> fragmentUbo1 : FragmentUniformBuffer1;
[[set(1), binding(1)]] var <uniform> fragmentUbo2 : FragmentUniformBuffer2;
@ -846,7 +846,7 @@ TEST_P(BindGroupTests, DynamicOffsetOrder) {
wgpu::ComputePipelineDescriptor pipelineDescriptor;
pipelineDescriptor.computeStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/386): Use the same struct
// TODO(crbug.com/tint/386): Use the same struct
[[block]] struct Buffer0 {
[[offset(0)]] value : u32;
};
@ -974,7 +974,7 @@ TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
})");
wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/386): Use the same struct
// TODO(crbug.com/tint/386): Use the same struct
[[block]] struct Ubo1 {
[[offset(0)]] color : vec4<f32>;
};
@ -987,7 +987,7 @@ TEST_P(BindGroupTests, ArbitraryBindingNumbers) {
[[offset(0)]] color : vec4<f32>;
};
# TODO(crbug.com/tint/386): Use the same struct definition.
// TODO(crbug.com/tint/386): Use the same struct definition.
[[set(0), binding(953)]] var <uniform> ubo1 : Ubo1;
[[set(0), binding(47)]] var <uniform> ubo2 : Ubo2;
[[set(0), binding(111)]] var <uniform> ubo3 : Ubo3;

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@ -83,7 +83,7 @@ TEST_P(ComputeStorageBufferBarrierTests, AddPingPong) {
device, data.data(), bufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct Src {
[[offset(0)]] data : [[stride(4)]] array<u32, 100>;
};
@ -154,7 +154,7 @@ TEST_P(ComputeStorageBufferBarrierTests, StorageAndReadonlyStoragePingPongInOneP
device, data.data(), bufferSize, wgpu::BufferUsage::Storage | wgpu::BufferUsage::CopySrc);
wgpu::ShaderModule module = utils::CreateShaderModuleFromWGSL(device, R"(
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct Src {
[[offset(0)]] data : [[stride(4)]] array<u32, 100>;
};

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@ -108,7 +108,7 @@ class DynamicBufferOffsetTests : public DawnTest {
std::ostringstream fs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
fs << R"(
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct Buffer1 {
[[offset(0)]] value : vec2<u32>;
};
@ -177,7 +177,7 @@ class DynamicBufferOffsetTests : public DawnTest {
std::ostringstream cs;
std::string multipleNumber = isInheritedPipeline ? "2" : "1";
cs << R"(
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct Buffer1 {
[[offset(0)]] value : vec2<u32>;
};

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@ -468,7 +468,7 @@ TEST_P(MultipleWriteThenMultipleReadTests, SeparateBuffers) {
};
[[set(0), binding(1)]] var<storage_buffer> ibContents : [[access(read_write)]] IBContents;
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct ColorContents1 {
[[offset(0)]] color : f32;
};

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@ -37,7 +37,7 @@ class IndexFormatTest : public DawnTest {
[[builtin(vertex_idx)]] 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.
// 0xFFFFFFFE is a designated invalid index used by some tests.
if (idx == 0xFFFFFFFEu) {
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
} else {

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@ -56,7 +56,7 @@ class OpArrayLengthTest : public DawnTest {
// Common shader code to use these buffers in shaders, assuming they are in bindgroup index
// 0.
mShaderInterface = R"(
# TODO(crbug.com/tint/386): Use the same struct.
// TODO(crbug.com/tint/386): Use the same struct.
[[block]] struct DataBuffer1 {
[[offset(0)]] data : [[stride(4)]] array<f32>;
};
@ -65,14 +65,14 @@ class OpArrayLengthTest : public DawnTest {
[[offset(0)]] data : [[stride(4)]] array<f32>;
};
# The length should be 1 because the buffer is 4-byte long.
// The length should be 1 because the buffer is 4-byte long.
[[set(0), binding(0)]] var<storage_buffer> buffer1 : [[access(read)]] DataBuffer1;
# The length should be 64 because the buffer is 256 bytes long.
// The length should be 64 because the buffer is 256 bytes long.
[[set(0), binding(1)]] var<storage_buffer> buffer2 : [[access(read)]] DataBuffer2;
# The length should be (512 - 16*4) / 8 = 56 because the buffer is 512 bytes long
# and the structure is 8 bytes big.
// The length should be (512 - 16*4) / 8 = 56 because the buffer is 512 bytes long
// and the structure is 8 bytes big.
struct Buffer3Data {
[[offset(0)]] a : f32;
[[offset(4)]] b : i32;

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@ -37,10 +37,10 @@ class VertexBufferRobustnessTest : public DawnTest {
[[stage(vertex)]] fn main() -> void {
if ()" + successExpression + R"() {
# Success case, move the vertex out of the viewport
// Success case, move the vertex out of the viewport
Position = vec4<f32>(-10.0, 0.0, 0.0, 1.0);
} else {
# Failure case, move the vertex inside the viewport
// Failure case, move the vertex inside the viewport
Position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
return;