Rename SetRenderPipeline and SetComputePipeline to SetPipeline
To match the WebGPU idl, SetRenderPipeline and SetComputePipeline need to change
the name to SetPipeline.
This patch just rename these two APIs
BUG=dawn:52
Change-Id: I2545c94158ebd051027a018650bf760a25845d73
Reviewed-on: https://dawn-review.googlesource.com/c/3480
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
diff --git a/examples/Animometer.cpp b/examples/Animometer.cpp
index 9c34fe2..ff8b93d 100644
--- a/examples/Animometer.cpp
+++ b/examples/Animometer.cpp
@@ -144,7 +144,7 @@
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
- pass.SetRenderPipeline(pipeline);
+ pass.SetPipeline(pipeline);
for (int k = 0; k < 10000; k++) {
shaderData[i].time = f / 60.0f;
diff --git a/examples/CHelloTriangle.cpp b/examples/CHelloTriangle.cpp
index b521b9d..ca4f114 100644
--- a/examples/CHelloTriangle.cpp
+++ b/examples/CHelloTriangle.cpp
@@ -142,7 +142,7 @@
dawnCommandBufferBuilder builder = dawnDeviceCreateCommandBufferBuilder(device);
dawnRenderPassEncoder pass = dawnCommandBufferBuilderBeginRenderPass(builder, renderpassInfo);
- dawnRenderPassEncoderSetRenderPipeline(pass, pipeline);
+ dawnRenderPassEncoderSetPipeline(pass, pipeline);
dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
dawnRenderPassEncoderEndPass(pass);
dawnRenderPassEncoderRelease(pass);
diff --git a/examples/ComputeBoids.cpp b/examples/ComputeBoids.cpp
index 41beb71..9c8c79a 100644
--- a/examples/ComputeBoids.cpp
+++ b/examples/ComputeBoids.cpp
@@ -257,7 +257,7 @@
{
dawn::ComputePassEncoder pass = builder.BeginComputePass();
- pass.SetComputePipeline(updatePipeline);
+ pass.SetPipeline(updatePipeline);
pass.SetBindGroup(0, updateBGs[i]);
pass.Dispatch(kNumParticles, 1, 1);
pass.EndPass();
@@ -265,7 +265,7 @@
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
- pass.SetRenderPipeline(renderPipeline);
+ pass.SetPipeline(renderPipeline);
pass.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets);
pass.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets);
pass.Draw(3, kNumParticles, 0, 0);
diff --git a/examples/CppHelloTriangle.cpp b/examples/CppHelloTriangle.cpp
index 9c2cb20..81cbea8 100644
--- a/examples/CppHelloTriangle.cpp
+++ b/examples/CppHelloTriangle.cpp
@@ -160,7 +160,7 @@
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
- pass.SetRenderPipeline(pipeline);
+ pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
pass.SetIndexBuffer(indexBuffer, 0);
diff --git a/examples/CubeReflection.cpp b/examples/CubeReflection.cpp
index 8fce260..66ba8b0 100644
--- a/examples/CubeReflection.cpp
+++ b/examples/CubeReflection.cpp
@@ -285,19 +285,19 @@
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
- pass.SetRenderPipeline(pipeline);
+ pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup[0]);
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
pass.SetIndexBuffer(indexBuffer, 0);
pass.DrawIndexed(36, 1, 0, 0, 0);
pass.SetStencilReference(0x1);
- pass.SetRenderPipeline(planePipeline);
+ pass.SetPipeline(planePipeline);
pass.SetBindGroup(0, bindGroup[0]);
pass.SetVertexBuffers(0, 1, &planeBuffer, vertexBufferOffsets);
pass.DrawIndexed(6, 1, 0, 0, 0);
- pass.SetRenderPipeline(reflectionPipeline);
+ pass.SetPipeline(reflectionPipeline);
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
pass.SetBindGroup(0, bindGroup[1]);
pass.DrawIndexed(36, 1, 0, 0, 0);
diff --git a/examples/glTFViewer/glTFViewer.cpp b/examples/glTFViewer/glTFViewer.cpp
index 5ba0597..01f61a8 100644
--- a/examples/glTFViewer/glTFViewer.cpp
+++ b/examples/glTFViewer/glTFViewer.cpp
@@ -498,7 +498,7 @@
}
}
const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
- pass.SetRenderPipeline(material.pipeline);
+ pass.SetPipeline(material.pipeline);
pass.SetBindGroup(0, material.bindGroup0);
pass.SetPushConstants(dawn::ShaderStageBit::Vertex,
0, sizeof(u_transform_block) / sizeof(uint32_t),