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/src/tests/end2end/DepthStencilCopyTests.cpp b/src/tests/end2end/DepthStencilCopyTests.cpp index 88dc263..451b34e 100644 --- a/src/tests/end2end/DepthStencilCopyTests.cpp +++ b/src/tests/end2end/DepthStencilCopyTests.cpp
@@ -28,7 +28,7 @@ DawnTest::SetUp(); // Draw a square in the bottom left quarter of the screen. - mVertexModule = utils::CreateShaderModuleFromWGSL(device, R"( + mVertexModule = utils::CreateShaderModule(device, R"( [[builtin(vertex_index)]] var<in> VertexIndex : u32; [[builtin(position)]] var<out> Position : vec4<f32>; @@ -79,7 +79,7 @@ FragDepth = )" + std::to_string(regionDepth) + ";\n}"; - desc->cFragment.module = utils::CreateShaderModuleFromWGSL(device, fsSource.c_str()); + desc->cFragment.module = utils::CreateShaderModule(device, fsSource.c_str()); wgpu::DepthStencilState* depthStencil = desc->EnableDepthStencil(format); depthStencil->depthWriteEnabled = true; desc->cFragment.targetCount = 0; @@ -238,7 +238,7 @@ // Pipeline for a full screen quad. utils::ComboRenderPipelineDescriptor2 pipelineDescriptor; - pipelineDescriptor.vertex.module = utils::CreateShaderModuleFromWGSL(device, R"( + pipelineDescriptor.vertex.module = utils::CreateShaderModule(device, R"( [[builtin(vertex_index)]] var<in> VertexIndex : u32; [[builtin(position)]] var<out> Position : vec4<f32>; @@ -252,7 +252,7 @@ // Sample the input texture and write out depth. |result| will only be set to 1 if we // pass the depth test. - pipelineDescriptor.cFragment.module = utils::CreateShaderModuleFromWGSL(device, R"( + pipelineDescriptor.cFragment.module = utils::CreateShaderModule(device, R"( [[group(0), binding(0)]] var texture0 : texture_2d<f32>; [[builtin(frag_coord)]] var<in> FragCoord : vec4<f32>; @@ -645,7 +645,7 @@ // A quad is drawn in the bottom left. utils::ComboRenderPipelineDescriptor2 renderPipelineDesc; renderPipelineDesc.vertex.module = mVertexModule; - renderPipelineDesc.cFragment.module = utils::CreateShaderModuleFromWGSL(device, R"( + renderPipelineDesc.cFragment.module = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main() -> void { })"); wgpu::DepthStencilState* depthStencil =