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Rename master branch to main (#4461)

Helena Kotas 3 年之前
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95da6e7452

+ 1 - 1
CONTRIBUTING.md

@@ -79,7 +79,7 @@ Your pull request should:
     breadcrumbs for the next person debugging your code (who might be you).
     breadcrumbs for the next person debugging your code (who might be you).
   * Using the words `Fixes`, `Fixed`, `Closes`, `Closed`, or `Close` followed by
   * Using the words `Fixes`, `Fixed`, `Closes`, `Closed`, or `Close` followed by
     `#<issuenumber>`, will auto close an issue after the PR is merged.
     `#<issuenumber>`, will auto close an issue after the PR is merged.
-* Be a child commit of a reasonably recent commit in the master branch
+* Be a child commit of a reasonably recent commit in the main branch
 * Pass all unit tests
 * Pass all unit tests
 * Ensure that the title and description are fully up to date before merging
 * Ensure that the title and description are fully up to date before merging
   * The title and description feed the final git commit message, and we want to
   * The title and description feed the final git commit message, and we want to

+ 4 - 4
README.md

@@ -1,6 +1,6 @@
 # DirectX Shader Compiler
 # DirectX Shader Compiler
 
 
-[![Build status](https://ci.appveyor.com/api/projects/status/6sx47j66g4dbyem9/branch/master?svg=true)](https://ci.appveyor.com/project/dnovillo/directxshadercompiler/branch/master)
+[![Build status](https://ci.appveyor.com/api/projects/status/6sx47j66g4dbyem9/branch/main?svg=true)](https://ci.appveyor.com/project/dnovillo/directxshadercompiler/branch/main)
 
 
 The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into DirectX Intermediate Language (DXIL) representation. Applications that make use of DirectX for graphics, games, and computation can use it to generate shader programs.
 The DirectX Shader Compiler project includes a compiler and related tools used to compile High-Level Shader Language (HLSL) programs into DirectX Intermediate Language (DXIL) representation. Applications that make use of DirectX for graphics, games, and computation can use it to generate shader programs.
 
 
@@ -9,11 +9,11 @@ For more information, see the [Wiki](https://github.com/microsoft/DirectXShaderC
 Visit the [DirectX Landing Page](https://devblogs.microsoft.com/directx/landing-page/) for more resources for DirectX developers.
 Visit the [DirectX Landing Page](https://devblogs.microsoft.com/directx/landing-page/) for more resources for DirectX developers.
 
 
 ## Downloads
 ## Downloads
-You can download the latest successful build's artifacts (built by Appveyor) for the master branch:
+You can download the latest successful build's artifacts (built by Appveyor) for the main branch:
 | Downloads |        |
 | Downloads |        |
 |-----------|--------|
 |-----------|--------|
-| Windows   | [⬇](https://ci.appveyor.com/api/projects/dnovillo/directxshadercompiler/artifacts/build%2FRelease%2Fdxc-artifacts.zip?branch=master&pr=false&job=image%3A%20Visual%20Studio%202019) |
-| Ubuntu    | [⬇](https://ci.appveyor.com/api/projects/dnovillo/directxshadercompiler/artifacts/build%2Fdxc-artifacts.tar.gz?branch=master&pr=false&job=image%3A%20Ubuntu) |
+| Windows   | [⬇](https://ci.appveyor.com/api/projects/dnovillo/directxshadercompiler/artifacts/build%2FRelease%2Fdxc-artifacts.zip?branch=main&pr=false&job=image%3A%20Visual%20Studio%202019) |
+| Ubuntu    | [⬇](https://ci.appveyor.com/api/projects/dnovillo/directxshadercompiler/artifacts/build%2Fdxc-artifacts.tar.gz?branch=main&pr=false&job=image%3A%20Ubuntu) |
 
 
 ## Features and Goals
 ## Features and Goals
 
 

+ 3 - 3
azure-pipelines/DXC.Master.Nightly.yml → azure-pipelines/DXC.Main.Nightly.yml

@@ -1,8 +1,8 @@
 # -----------------------------------------------------------------------------
 # -----------------------------------------------------------------------------
-# ShaderCompiler DXC Master Nightly Build Pipeline Entry Point
+# ShaderCompiler DXC Main Nightly Build Pipeline Entry Point
 # -----------------------------------------------------------------------------
 # -----------------------------------------------------------------------------
 
 
-name: DXC.Master.Nightly.$(date:yyMMdd).$(rev:rr)
+name: DXC.Main.Nightly.$(date:yyMMdd).$(rev:rr)
 
 
 trigger: none
 trigger: none
 
 
@@ -23,7 +23,7 @@ resources:
       ref: refs/heads/Xbox
       ref: refs/heads/Xbox
 
 
 extends:
 extends:
-  template: azure-pipelines\templates\DXC.Master.Nightly.template.yml@XboxDXC
+  template: azure-pipelines\templates\DXC.Main.Nightly.template.yml@XboxDXC
   parameters:
   parameters:
     BuildConfigurations: ${{parameters.BuildConfigurations}}
     BuildConfigurations: ${{parameters.BuildConfigurations}}
     BuildPlatforms: ${{parameters.BuildPlatforms}}
     BuildPlatforms: ${{parameters.BuildPlatforms}}

+ 1 - 1
docs/SPIRV-Cookbook.rst

@@ -41,7 +41,7 @@ does not support structured buffer aliasing yet, so many of these
 examples will not work with Glslang.
 examples will not work with Glslang.
 
 
 All of the examples are available in the DXC repository, at
 All of the examples are available in the DXC repository, at
-https://github.com/Microsoft/DirectXShaderCompiler/tree/master/tools/clang/test/CodeGenSPIRV/legal-examples
+https://github.com/Microsoft/DirectXShaderCompiler/tree/main/tools/clang/test/CodeGenSPIRV/legal-examples
 . To open a link to Tim Jones' Shader Playground for an example, you can
 . To open a link to Tim Jones' Shader Playground for an example, you can
 follow the url in the comments of each example.
 follow the url in the comments of each example.
 
 

+ 1 - 1
tools/clang/test/HLSLFileCheck/pix/pixelCounterEarlyZ.hlsl

@@ -4,7 +4,7 @@
 // CHECK: %UAVIncResult = call i32 @dx.op.atomicBinOp.i32(i32 78, %dx.types.Handle %PIX_CountUAV_Handle, i32 0, i32 %ByteIndex, i32 undef, i32 undef, i32 1)
 // CHECK: %UAVIncResult = call i32 @dx.op.atomicBinOp.i32(i32 78, %dx.types.Handle %PIX_CountUAV_Handle, i32 0, i32 %ByteIndex, i32 undef, i32 undef, i32 1)
 
 
 // Early z flag value is 8. The flags are stored in an entry in the entry function description record. See:
 // Early z flag value is 8. The flags are stored in an entry in the entry function description record. See:
-// https://github.com/Microsoft/DirectXShaderCompiler/blob/master/docs/DXIL.rst#shader-properties-and-capabilities
+// https://github.com/Microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst#shader-properties-and-capabilities
 // CHECK: !{i32 0, i64 8}
 // CHECK: !{i32 0, i64 8}
 
 
 float4 main(float4 pos : SV_Position) : SV_Target {
 float4 main(float4 pos : SV_Position) : SV_Target {

+ 1 - 1
utils/git-svn/git-svnup

@@ -8,7 +8,7 @@ fi
 
 
 git fetch
 git fetch
 OLD_BRANCH=$(git rev-parse --abbrev-ref HEAD)
 OLD_BRANCH=$(git rev-parse --abbrev-ref HEAD)
-git checkout master 2> /dev/null
+git checkout main 2> /dev/null
 git svn rebase -l
 git svn rebase -l
 git checkout $OLD_BRANCH 2> /dev/null
 git checkout $OLD_BRANCH 2> /dev/null
 
 

+ 4 - 4
utils/version/gen_version.py

@@ -6,9 +6,9 @@
 # release and a number of commits since then. The format is `dxil_major.dxil_minor.release_no.commit_count`.
 # release and a number of commits since then. The format is `dxil_major.dxil_minor.release_no.commit_count`.
 # For example a current official version would be something like `1.5.1905.42`. The latest release 
 # For example a current official version would be something like `1.5.1905.42`. The latest release 
 # information is read from `utils\version\latest-release.json`. The `1905` corresponds to `dxil-2019-05-16`
 # information is read from `utils\version\latest-release.json`. The `1905` corresponds to `dxil-2019-05-16`
-# release branch and `42` is the number of commits since that release branch was created. For master branch 
+# release branch and `42` is the number of commits since that release branch was created. For main branch 
 # the `commit_count` will be incremented by 10000 to distinguish it from stabilized official release branch 
 # the `commit_count` will be incremented by 10000 to distinguish it from stabilized official release branch 
-# builds. So the current official version of master would be someting like `1.5.1905.10042`.
+# builds. So the current official version of main would be someting like `1.5.1905.10042`.
 
 
 # 2. **Dev build**
 # 2. **Dev build**
 # Build by using `hctbuild` with no other version-related option. 
 # Build by using `hctbuild` with no other version-related option. 
@@ -21,7 +21,7 @@
 # on `hctbuild`.
 # on `hctbuild`.
 
 
 # In addition to the numbered version the product version string on the binaries will also include branch
 # In addition to the numbered version the product version string on the binaries will also include branch
-# name and last commit sha - `"1.5.1905.10042 (master, 47e31c8a)"`. This product version string is included 
+# name and last commit sha - `"1.5.1905.10042 (main, 47e31c8a)"`. This product version string is included 
 # in `dxc -?` output.
 # in `dxc -?` output.
 
 
 import argparse
 import argparse
@@ -81,7 +81,7 @@ class VersionGen():
                 base_commit_count = int(get_commit_count(self.latest_release_info["sha"]))
                 base_commit_count = int(get_commit_count(self.latest_release_info["sha"]))
             current_commit_count = int(get_commit_count("HEAD"))
             current_commit_count = int(get_commit_count("HEAD"))
             distance_from_base = current_commit_count - base_commit_count
             distance_from_base = current_commit_count - base_commit_count
-            if (self.current_branch == "master"):
+            if (self.current_branch == "main"):
                 distance_from_base += 10000
                 distance_from_base += 10000
             self.rc_version_field_4_cache = str(distance_from_base)
             self.rc_version_field_4_cache = str(distance_from_base)
         return self.rc_version_field_4_cache
         return self.rc_version_field_4_cache