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-rw-r--r--cli/tests/testdata/webgpu_computepass_shader.wgsl16
-rw-r--r--cli/tests/testdata/webgpu_hellotriangle_shader.wgsl9
2 files changed, 12 insertions, 13 deletions
diff --git a/cli/tests/testdata/webgpu_computepass_shader.wgsl b/cli/tests/testdata/webgpu_computepass_shader.wgsl
index df541aff5..41af4363a 100644
--- a/cli/tests/testdata/webgpu_computepass_shader.wgsl
+++ b/cli/tests/testdata/webgpu_computepass_shader.wgsl
@@ -1,9 +1,6 @@
-struct PrimeIndices {
- data: [[stride(4)]] array<u32>;
-}; // this is used as both input and output for convenience
-
-[[group(0), binding(0)]]
-var<storage, read_write> v_indices: PrimeIndices;
+@group(0)
+@binding(0)
+var<storage, read_write> v_indices: array<u32>; // this is used as both input and output for convenience
// The Collatz Conjecture states that for any integer n:
// If n is even, n = n/2
@@ -34,7 +31,8 @@ fn collatz_iterations(n_base: u32) -> u32{
return i;
}
-[[stage(compute), workgroup_size(1)]]
-fn main([[builtin(global_invocation_id)]] global_id: vec3<u32>) {
- v_indices.data[global_id.x] = collatz_iterations(v_indices.data[global_id.x]);
+@compute
+@workgroup_size(1)
+fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
+ v_indices[global_id.x] = collatz_iterations(v_indices[global_id.x]);
}
diff --git a/cli/tests/testdata/webgpu_hellotriangle_shader.wgsl b/cli/tests/testdata/webgpu_hellotriangle_shader.wgsl
index b8b2b69fc..f84ccfe94 100644
--- a/cli/tests/testdata/webgpu_hellotriangle_shader.wgsl
+++ b/cli/tests/testdata/webgpu_hellotriangle_shader.wgsl
@@ -1,10 +1,11 @@
-[[stage(vertex)]]
-fn vs_main([[builtin(vertex_index)]] in_vertex_index: u32) -> [[builtin(position)]] vec4<f32> {
+@vertex
+fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
}
-[[stage(fragment)]]
-fn fs_main() -> [[location(0)]] vec4<f32> {
+
+@fragment
+fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}