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Omit shader module entryPoint in render pipeline creation
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beaufortfrancois committed Feb 1, 2024
1 parent 1f6e5c3 commit 45e8401
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Showing 3 changed files with 3 additions and 4 deletions.
2 changes: 1 addition & 1 deletion .gitmodules
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
[submodule "dawn"]
path = dawn
url = https://dawn.googlesource.com/dawn
branch = chromium/6045 # Chrome 119
branch = chromium/6167 # Chrome 121
shallow = true
2 changes: 1 addition & 1 deletion dawn
Submodule dawn updated from 6285a6 to 12b225
3 changes: 1 addition & 2 deletions main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -71,12 +71,11 @@ void CreateRenderPipeline() {
.format = wgpu::TextureFormat::BGRA8Unorm};

wgpu::FragmentState fragmentState{.module = shaderModule,
.entryPoint = "fragmentMain",
.targetCount = 1,
.targets = &colorTargetState};

wgpu::RenderPipelineDescriptor descriptor{
.vertex = {.module = shaderModule, .entryPoint = "vertexMain"},
.vertex = {.module = shaderModule},
.fragment = &fragmentState};
pipeline = device.CreateRenderPipeline(&descriptor);
}
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