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Construct ComboInputStateDescriptor to simplify tests and examples
Bug=dawn:107 Change-Id: I900de454cacf9f62ae97213161a98ce6d4254eab Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/6020 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -111,17 +111,6 @@ void init() {
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fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
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})");
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dawn::VertexAttributeDescriptor attribute;
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attribute.shaderLocation = 0;
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attribute.inputSlot = 0;
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attribute.offset = 0;
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attribute.format = dawn::VertexFormat::Float4;
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dawn::VertexInputDescriptor input;
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input.inputSlot = 0;
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input.stride = 4 * sizeof(float);
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input.stepMode = dawn::InputStepMode::Vertex;
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
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@@ -137,9 +126,9 @@ void init() {
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cInputState.numAttributes = 1;
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descriptor.cInputState.attributes = &attribute;
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descriptor.cInputState.cAttributes[0].format = dawn::VertexFormat::Float4;
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descriptor.cInputState.numInputs = 1;
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descriptor.cInputState.inputs = &input;
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descriptor.cInputState.cInputs[0].stride = 4 * sizeof(float);
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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