Update sample code WGSL.
This CL fixes up the sample code to use ',' instead of ';' for
struct members. This allows the Animometer and ComputeBoids samples
to execute again after the Tint change.
Change-Id: I96fae4fe3b96b0a6cc596edfd73013f2aa6ef0da
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/101060
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Dan Sinclair <dsinclair@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/dawn/samples/Animometer.cpp b/src/dawn/samples/Animometer.cpp
index 2138bb9..d19f84d 100644
--- a/src/dawn/samples/Animometer.cpp
+++ b/src/dawn/samples/Animometer.cpp
@@ -58,18 +58,18 @@
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct Constants {
- scale : f32;
- time : f32;
- offsetX : f32;
- offsetY : f32;
- scalar : f32;
- scalarOffset : f32;
+ scale : f32,
+ time : f32,
+ offsetX : f32,
+ offsetY : f32,
+ scalar : f32,
+ scalarOffset : f32,
};
@group(0) @binding(0) var<uniform> c : Constants;
struct VertexOut {
- @location(0) v_color : vec4<f32>;
- @builtin(position) Position : vec4<f32>;
+ @location(0) v_color : vec4<f32>,
+ @builtin(position) Position : vec4<f32>,
};
@vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut {
diff --git a/src/dawn/samples/ComputeBoids.cpp b/src/dawn/samples/ComputeBoids.cpp
index 8237db4..bd57147 100644
--- a/src/dawn/samples/ComputeBoids.cpp
+++ b/src/dawn/samples/ComputeBoids.cpp
@@ -97,9 +97,9 @@
void initRender() {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
struct VertexIn {
- @location(0) a_particlePos : vec2<f32>;
- @location(1) a_particleVel : vec2<f32>;
- @location(2) a_pos : vec2<f32>;
+ @location(0) a_particlePos : vec2<f32>,
+ @location(1) a_particleVel : vec2<f32>,
+ @location(2) a_pos : vec2<f32>,
};
@vertex
@@ -149,21 +149,21 @@
void initSim() {
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
struct Particle {
- pos : vec2<f32>;
- vel : vec2<f32>;
+ pos : vec2<f32>,
+ vel : vec2<f32>,
};
struct SimParams {
- deltaT : f32;
- rule1Distance : f32;
- rule2Distance : f32;
- rule3Distance : f32;
- rule1Scale : f32;
- rule2Scale : f32;
- rule3Scale : f32;
- particleCount : u32;
+ deltaT : f32,
+ rule1Distance : f32,
+ rule2Distance : f32,
+ rule3Distance : f32,
+ rule1Scale : f32,
+ rule2Scale : f32,
+ rule3Scale : f32,
+ particleCount : u32,
};
struct Particles {
- particles : array<Particle>;
+ particles : array<Particle>,
};
@binding(0) @group(0) var<uniform> params : SimParams;
@binding(1) @group(0) var<storage, read_write> particlesA : Particles;