Port most of the samples to WGSL
Animometer's fragment shaders remains unported because it isn't clear
how to use modf in WGSL.
Bug: dawn:572
Change-Id: I29aa0ee657b813e7308f0300addd1d5795bfc16d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/33821
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/examples/ManualSwapChainTest.cpp b/examples/ManualSwapChainTest.cpp
index 8918fed..a9ee509 100644
--- a/examples/ManualSwapChainTest.cpp
+++ b/examples/ManualSwapChainTest.cpp
@@ -312,19 +312,23 @@
// The hacky pipeline to render a triangle.
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
- pipelineDesc.vertexStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
- #version 450
- const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
- void main() {
- gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
+ pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[builtin(vertex_idx)]] 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),
+ vec2<f32>(-0.5, -0.5),
+ vec2<f32>( 0.5, -0.5)
+ );
+ [[stage(vertex)]] fn main() -> void {
+ Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
+ return;
})");
- pipelineDesc.cFragmentStage.module =
- utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
- #version 450
- layout(location = 0) out vec4 fragColor;
- void main() {
- fragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ pipelineDesc.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
+ [[location(0)]] var<out> fragColor : vec4<f32>;
+ [[stage(fragment)]] fn main() -> void {
+ fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
+ return;
})");
pipelineDesc.colorStateCount = 1;
// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].