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Replace VertexFormatUtils with a dawn_native table of formats
This replaces multiple switches with a single indexing into a data table, and also adds information about the VertexFormatBaseType for later validation. Bug: dawn:1008 Change-Id: Ic3f564b0dc571cc0008a54785613f962ce223452 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/59030 Reviewed-by: Jiawei Shao <jiawei.shao@intel.com> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Auto-Submit: Corentin Wallez <cwallez@chromium.org>
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Dawn LUCI CQ
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c607e81de2
commit
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@@ -15,8 +15,6 @@
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#include "tests/unittests/validation/ValidationTest.h"
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#include "common/Constants.h"
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#include "common/VertexFormatUtils.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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@@ -111,8 +109,7 @@ namespace {
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for (auto attr : buffer.attributes) {
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// [[location({shaderLocation})]] var_{id} : {typeString},
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inputStringStream << "[[location(" << attr.shaderLocation << ")]] var_"
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<< attributeCount << " : "
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<< dawn::GetWGSLVertexFormatType(attr.format) << ", ";
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<< attributeCount << " : vec4<f32>,";
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attributeCount++;
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}
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}
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@@ -171,9 +168,7 @@ namespace {
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// Create a render pipeline using only one vertex-step-mode Float32x4 buffer
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wgpu::RenderPipeline CreateBasicRenderPipeline(uint32_t bufferStride = kFloat32x4Stride) {
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DAWN_ASSERT(bufferStride >=
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dawn::VertexFormatNumComponents(wgpu::VertexFormat::Float32x4) *
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dawn::VertexFormatComponentSize(wgpu::VertexFormat::Float32x4));
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DAWN_ASSERT(bufferStride >= kFloat32x4Stride);
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std::vector<PipelineVertexBufferDesc> bufferDescList = {
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{bufferStride, wgpu::InputStepMode::Vertex, {{0, wgpu::VertexFormat::Float32x4}}},
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