Update examples for recent WGSL changes
* Use new entry point IO syntax
* Use `let` instead of `const`
* Remove `-> void` from function headers
Bug: dawn:755
Change-Id: I39b5687a342ea2298c3d2e85517c9b8d9017727e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/47500
Commit-Queue: James Price <jrprice@google.com>
Auto-Submit: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
diff --git a/examples/ComputeBoids.cpp b/examples/ComputeBoids.cpp
index 35314f2..29bd9c5 100644
--- a/examples/ComputeBoids.cpp
+++ b/examples/ComputeBoids.cpp
@@ -96,28 +96,26 @@
void initRender() {
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
- [[location(0)]] var<in> a_particlePos : vec2<f32>;
- [[location(1)]] var<in> a_particleVel : vec2<f32>;
- [[location(2)]] var<in> a_pos : vec2<f32>;
- [[builtin(position)]] var<out> Position : vec4<f32>;
+ struct VertexIn {
+ [[location(0)]] a_particlePos : vec2<f32>;
+ [[location(1)]] a_particleVel : vec2<f32>;
+ [[location(2)]] a_pos : vec2<f32>;
+ };
[[stage(vertex)]]
- fn main() {
- var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y);
+ fn main(input : VertexIn) -> [[builtin(position)]] vec4<f32> {
+ var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y);
var pos : vec2<f32> = vec2<f32>(
- (a_pos.x * cos(angle)) - (a_pos.y * sin(angle)),
- (a_pos.x * sin(angle)) + (a_pos.y * cos(angle)));
- Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0);
- return;
+ (input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)),
+ (input.a_pos.x * sin(angle)) + (input.a_pos.y * cos(angle)));
+ return vec4<f32>(pos + input.a_particlePos, 0.0, 1.0);
}
)");
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
- [[location(0)]] var<out> FragColor : vec4<f32>;
[[stage(fragment)]]
- fn main() {
- FragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
- return;
+ fn main() -> [[location(0)]] vec4<f32> {
+ return vec4<f32>(1.0, 1.0, 1.0, 1.0);
}
)");
@@ -170,11 +168,10 @@
[[binding(0), group(0)]] var<uniform> params : SimParams;
[[binding(1), group(0)]] var<storage> particlesA : [[access(read)]] Particles;
[[binding(2), group(0)]] var<storage> particlesB : [[access(read_write)]] Particles;
- [[builtin(global_invocation_id)]] var<in> GlobalInvocationID : vec3<u32>;
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
[[stage(compute)]]
- fn main() {
+ fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
var index : u32 = GlobalInvocationID.x;
if (index >= params.particleCount) {
return;