Remove ShaderStage that doesn't exist in WebGPU.

Instead it is replaced by one enum in dawn_native and another in utils.

BUG=dawn:22

Change-Id: I094a40c8d4e22b704e59aea60cbefd1f05c5352a
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8800
Commit-Queue: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Corentin Wallez
2019-07-12 17:52:22 +00:00
committed by Commit Bot service account
parent 06ab6e5b13
commit 2a1d8c2b1d
65 changed files with 218 additions and 215 deletions

View File

@@ -21,7 +21,7 @@ namespace dawn_native { namespace opengl {
ComputePipeline::ComputePipeline(Device* device, const ComputePipelineDescriptor* descriptor)
: ComputePipelineBase(device, descriptor) {
PerStage<const ShaderModule*> modules(nullptr);
modules[dawn::ShaderStage::Compute] = ToBackend(descriptor->computeStage->module);
modules[ShaderStage::Compute] = ToBackend(descriptor->computeStage->module);
PipelineGL::Initialize(device->gl, ToBackend(descriptor->layout), modules);
}

View File

@@ -28,13 +28,13 @@ namespace dawn_native { namespace opengl {
namespace {
GLenum GLShaderType(dawn::ShaderStage stage) {
GLenum GLShaderType(ShaderStage stage) {
switch (stage) {
case dawn::ShaderStage::Vertex:
case ShaderStage::Vertex:
return GL_VERTEX_SHADER;
case dawn::ShaderStage::Fragment:
case ShaderStage::Fragment:
return GL_FRAGMENT_SHADER;
case dawn::ShaderStage::Compute:
case ShaderStage::Compute:
return GL_COMPUTE_SHADER;
default:
UNREACHABLE();
@@ -75,13 +75,13 @@ namespace dawn_native { namespace opengl {
mProgram = gl.CreateProgram();
dawn::ShaderStageBit activeStages = dawn::ShaderStageBit::None;
for (dawn::ShaderStage stage : IterateStages(kAllStages)) {
for (ShaderStage stage : IterateStages(kAllStages)) {
if (modules[stage] != nullptr) {
activeStages |= StageBit(stage);
}
}
for (dawn::ShaderStage stage : IterateStages(activeStages)) {
for (ShaderStage stage : IterateStages(activeStages)) {
GLuint shader = CreateShader(gl, GLShaderType(stage), modules[stage]->GetSource());
gl.AttachShader(mProgram, shader);
}
@@ -143,7 +143,7 @@ namespace dawn_native { namespace opengl {
// Compute links between stages for combined samplers, then bind them to texture units
{
std::set<CombinedSampler> combinedSamplersSet;
for (dawn::ShaderStage stage : IterateStages(activeStages)) {
for (ShaderStage stage : IterateStages(activeStages)) {
for (const auto& combined : modules[stage]->GetCombinedSamplerInfo()) {
combinedSamplersSet.insert(combined);
}

View File

@@ -198,8 +198,8 @@ namespace dawn_native { namespace opengl {
mVertexArrayObject(0),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
PerStage<const ShaderModule*> modules(nullptr);
modules[dawn::ShaderStage::Vertex] = ToBackend(descriptor->vertexStage->module);
modules[dawn::ShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
modules[ShaderStage::Vertex] = ToBackend(descriptor->vertexStage->module);
modules[ShaderStage::Fragment] = ToBackend(descriptor->fragmentStage->module);
PipelineGL::Initialize(device->gl, ToBackend(GetLayout()), modules);
CreateVAOForVertexInput(descriptor->vertexInput);