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Split AttachmentStateDescriptor, in order to match web idl
AttachmentStateDescriptor was removed in web idl. Its format info for color attachment and depth/stencil attachment were split and added into BlendStateDescriptor (renamed to ColorStateDescriptor) and DepthStencilStateDescriptor (became optional) respectively. This change makes dawn project match the revision in web idl. BUG=dawn:106, dawn:102 Change-Id: If57b060db7b4b5d1124b4a79a3b92a3880047722 Reviewed-on: https://dawn-review.googlesource.com/c/4561 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -39,7 +39,7 @@ class InputStateTest : public ValidationTest {
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.cColorAttachments[0]->format = dawn::TextureFormat::R8G8B8A8Unorm;
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descriptor.cColorStates[0].format = dawn::TextureFormat::R8G8B8A8Unorm;
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if (!success) {
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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@@ -58,26 +58,16 @@ TEST_F(RenderPipelineValidationTest, BlendState) {
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.numBlendStates = 1;
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descriptor.numColorStates = 1;
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device.CreateRenderPipeline(&descriptor);
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}
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{ // Fail because lack of blend states for color attachments
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{ // Fail because lack of color states (and depth/stencil state)
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.numBlendStates = 0;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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{
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// Fail because set blend states for empty color attachments
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.numBlendStates = 2;
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descriptor.numColorStates = 0;
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ASSERT_DEVICE_ERROR(device.CreateRenderPipeline(&descriptor));
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}
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@@ -88,16 +88,17 @@ TEST_F(WireArgumentTests, CStringArgument) {
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dawnShaderModule apiVsModule = api.GetNewShaderModule();
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EXPECT_CALL(api, DeviceCreateShaderModule(apiDevice, _)).WillOnce(Return(apiVsModule));
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// Create the blend state descriptor
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// Create the color state descriptor
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dawnBlendDescriptor blendDescriptor;
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blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
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blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
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blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
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dawnBlendStateDescriptor blendStateDescriptor;
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blendStateDescriptor.nextInChain = nullptr;
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blendStateDescriptor.alphaBlend = blendDescriptor;
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blendStateDescriptor.colorBlend = blendDescriptor;
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blendStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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dawnColorStateDescriptor colorStateDescriptor;
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colorStateDescriptor.nextInChain = nullptr;
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colorStateDescriptor.format = DAWN_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
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colorStateDescriptor.alphaBlend = blendDescriptor;
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colorStateDescriptor.colorBlend = blendDescriptor;
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colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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// Create the input state
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dawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
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@@ -119,6 +120,7 @@ TEST_F(WireArgumentTests, CStringArgument) {
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dawnDepthStencilStateDescriptor depthStencilState;
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depthStencilState.nextInChain = nullptr;
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depthStencilState.format = DAWN_TEXTURE_FORMAT_D32_FLOAT_S8_UINT;
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depthStencilState.depthWriteEnabled = false;
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depthStencilState.depthCompare = DAWN_COMPARE_FUNCTION_ALWAYS;
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depthStencilState.stencilBack = stencilFace;
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@@ -151,20 +153,8 @@ TEST_F(WireArgumentTests, CStringArgument) {
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fragmentStage.entryPoint = "main";
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pipelineDescriptor.fragmentStage = &fragmentStage;
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dawnAttachmentsStateDescriptor attachmentsState;
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attachmentsState.nextInChain = nullptr;
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attachmentsState.numColorAttachments = 1;
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dawnAttachmentDescriptor colorAttachment = {nullptr, DAWN_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM};
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dawnAttachmentDescriptor* colorAttachmentPtr[] = {&colorAttachment};
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attachmentsState.colorAttachments = colorAttachmentPtr;
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attachmentsState.hasDepthStencilAttachment = false;
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// Even with hasDepthStencilAttachment = false, depthStencilAttachment must point to valid
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// data because we don't have optional substructures yet.
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attachmentsState.depthStencilAttachment = &colorAttachment;
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pipelineDescriptor.attachmentsState = &attachmentsState;
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pipelineDescriptor.numBlendStates = 1;
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pipelineDescriptor.blendStates = &blendStateDescriptor;
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pipelineDescriptor.numColorStates = 1;
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pipelineDescriptor.colorStates = &colorStateDescriptor;
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pipelineDescriptor.sampleCount = 1;
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pipelineDescriptor.layout = layout;
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@@ -73,16 +73,17 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
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dawnShaderModule apiVsModule = api.GetNewShaderModule();
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EXPECT_CALL(api, DeviceCreateShaderModule(apiDevice, _)).WillOnce(Return(apiVsModule));
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// Create the blend state descriptor
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// Create the color state descriptor
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dawnBlendDescriptor blendDescriptor;
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blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
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blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
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blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
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dawnBlendStateDescriptor blendStateDescriptor;
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blendStateDescriptor.nextInChain = nullptr;
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blendStateDescriptor.alphaBlend = blendDescriptor;
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blendStateDescriptor.colorBlend = blendDescriptor;
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blendStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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dawnColorStateDescriptor colorStateDescriptor;
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colorStateDescriptor.nextInChain = nullptr;
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colorStateDescriptor.format = DAWN_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM;
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colorStateDescriptor.alphaBlend = blendDescriptor;
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colorStateDescriptor.colorBlend = blendDescriptor;
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colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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// Create the input state
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dawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
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@@ -104,6 +105,7 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
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dawnDepthStencilStateDescriptor depthStencilState;
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depthStencilState.nextInChain = nullptr;
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depthStencilState.format = DAWN_TEXTURE_FORMAT_D32_FLOAT_S8_UINT;
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depthStencilState.depthWriteEnabled = false;
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depthStencilState.depthCompare = DAWN_COMPARE_FUNCTION_ALWAYS;
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depthStencilState.stencilBack = stencilFace;
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@@ -136,20 +138,8 @@ TEST_F(WireOptionalTests, OptionalStructPointer) {
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fragmentStage.entryPoint = "main";
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pipelineDescriptor.fragmentStage = &fragmentStage;
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dawnAttachmentsStateDescriptor attachmentsState;
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attachmentsState.nextInChain = nullptr;
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attachmentsState.numColorAttachments = 1;
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dawnAttachmentDescriptor colorAttachment = {nullptr, DAWN_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM};
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dawnAttachmentDescriptor* colorAttachmentPtr[] = {&colorAttachment};
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attachmentsState.colorAttachments = colorAttachmentPtr;
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attachmentsState.hasDepthStencilAttachment = false;
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// Even with hasDepthStencilAttachment = false, depthStencilAttachment must point to valid
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// data because we don't have optional substructures yet.
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attachmentsState.depthStencilAttachment = &colorAttachment;
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pipelineDescriptor.attachmentsState = &attachmentsState;
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pipelineDescriptor.numBlendStates = 1;
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pipelineDescriptor.blendStates = &blendStateDescriptor;
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pipelineDescriptor.numColorStates = 1;
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pipelineDescriptor.colorStates = &colorStateDescriptor;
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pipelineDescriptor.sampleCount = 1;
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pipelineDescriptor.layout = layout;
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