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This CL updates all of the Tint unittests to the new @stage shorter syntax. This also updates the WGSL writer to emit the new short forms instead of using the deprecated form. Bug: tint:1503 Change-Id: I8c49e5319a19cccb5b4b5078f3ab39c50f31a9a8 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/92483 Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Kokoro: Kokoro <noreply+kokoro@google.com>
26 lines
865 B
WebGPU Shading Language
26 lines
865 B
WebGPU Shading Language
struct Output {
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@builtin(position) Position : vec4<f32>,
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@location(0) color : vec4<f32>,
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};
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@vertex fn main(
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@builtin(vertex_index) VertexIndex : u32,
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@builtin(instance_index) InstanceIndex : u32) -> Output {
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// TODO: remove workaround for Tint unary array access broke
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let zv : array<vec2<f32>, 4> = array<vec2<f32>, 4>(
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vec2<f32>(0.2, 0.2),
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vec2<f32>(0.3, 0.3),
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vec2<f32>(-0.1, -0.1),
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vec2<f32>(1.1, 1.1));
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let z : f32 = zv[InstanceIndex].x;
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var output : Output;
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output.Position = vec4<f32>(0.5, 0.5, z, 1.0);
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let colors : array<vec4<f32>, 4> = array<vec4<f32>, 4>(
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vec4<f32>(1.0, 0.0, 0.0, 1.0),
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vec4<f32>(0.0, 1.0, 0.0, 1.0),
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vec4<f32>(0.0, 0.0, 1.0, 1.0),
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vec4<f32>(1.0, 1.0, 1.0, 1.0)
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);
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output.color = colors[InstanceIndex];
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return output;
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}
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