Remove utility to create shader modules from GLSL
And rename CreateShaderModuleFromWGSL to CreateShaderModule.
Bug: dawn:572
Change-Id: I80dab401078b2001d738b87d6e24437f93b690d1
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45764
Reviewed-by: Ryan Harrison <rharrison@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
Auto-Submit: Corentin Wallez <cwallez@chromium.org>
diff --git a/examples/CppHelloTriangle.cpp b/examples/CppHelloTriangle.cpp
index 164ebf2..b65839c 100644
--- a/examples/CppHelloTriangle.cpp
+++ b/examples/CppHelloTriangle.cpp
@@ -95,7 +95,7 @@
initBuffers();
initTextures();
- wgpu::ShaderModule vsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
[[builtin(position)]] var<out> Position : vec4<f32>;
[[location(0)]] var<in> pos : vec4<f32>;
[[stage(vertex)]] fn main() -> void {
@@ -103,7 +103,7 @@
return;
})");
- wgpu::ShaderModule fsModule = utils::CreateShaderModuleFromWGSL(device, R"(
+ wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
[[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>;
[[group(0), binding(0)]] var mySampler: sampler;
[[group(0), binding(1)]] var myTexture : texture_2d<f32>;