Update VertexInput (InputState) to match the spec - Part 3

Rename num{Attribute|Buffer}s to {Attribute|Buffer}Count for VertexInput

BUG=dawn:80, dawn:107

Change-Id: I7ad62f28449e6283d5c5788dfbd5df1d1e9c813e
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7861
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Yunchao He
2019-06-06 17:54:30 +00:00
committed by Commit Bot service account
parent 67ab1ea8c7
commit 2d4b529443
18 changed files with 79 additions and 79 deletions

View File

@@ -96,7 +96,7 @@ void init() {
DawnVertexInputDescriptor vertexInput;
vertexInput.nextInChain = nullptr;
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.numBuffers = 0;
vertexInput.bufferCount = 0;
vertexInput.buffers = nullptr;
descriptor.vertexInput = &vertexInput;

View File

@@ -120,17 +120,17 @@ void initRender() {
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexInput.numBuffers = 2;
descriptor.cVertexInput.bufferCount = 2;
descriptor.cVertexInput.cBuffers[0].stride = sizeof(Particle);
descriptor.cVertexInput.cBuffers[0].stepMode = dawn::InputStepMode::Instance;
descriptor.cVertexInput.cBuffers[0].numAttributes = 2;
descriptor.cVertexInput.cBuffers[0].attributeCount = 2;
descriptor.cVertexInput.cAttributes[0].offset = offsetof(Particle, pos);
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float2;
descriptor.cVertexInput.cAttributes[1].shaderLocation = 1;
descriptor.cVertexInput.cAttributes[1].offset = offsetof(Particle, vel);
descriptor.cVertexInput.cAttributes[1].format = dawn::VertexFormat::Float2;
descriptor.cVertexInput.cBuffers[1].stride = sizeof(glm::vec2);
descriptor.cVertexInput.cBuffers[1].numAttributes = 1;
descriptor.cVertexInput.cBuffers[1].attributeCount = 1;
descriptor.cVertexInput.cBuffers[1].attributes = &descriptor.cVertexInput.cAttributes[2];
descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;

View File

@@ -125,9 +125,9 @@ void init() {
descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexInput.numBuffers = 1;
descriptor.cVertexInput.bufferCount = 1;
descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
descriptor.cVertexInput.cBuffers[0].attributeCount = 1;
descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;

View File

@@ -157,13 +157,13 @@ void init() {
})");
utils::ComboVertexInputDescriptor vertexInput;
vertexInput.cBuffers[0].numAttributes = 2;
vertexInput.cBuffers[0].attributeCount = 2;
vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3;
vertexInput.cAttributes[1].shaderLocation = 1;
vertexInput.cAttributes[1].offset = 3 * sizeof(float);
vertexInput.cAttributes[1].format = dawn::VertexFormat::Float3;
vertexInput.numBuffers = 1;
vertexInput.bufferCount = 1;
vertexInput.cBuffers[0].stride = 6 * sizeof(float);
auto bgl = utils::MakeBindGroupLayout(