Add primitive topology to NXT API

This commit is contained in:
Austin Eng
2017-07-24 13:54:19 -04:00
committed by Austin Eng
parent c275f7cf9f
commit 3e9e315636
3 changed files with 66 additions and 34 deletions

View File

@@ -24,8 +24,11 @@ namespace backend {
// RenderPipelineBase
RenderPipelineBase::RenderPipelineBase(RenderPipelineBuilder* builder)
: PipelineBase(builder), renderPass(std::move(builder->renderPass)), subpass(builder->subpass),
inputState(std::move(builder->inputState)), depthStencilState(std::move(builder->depthStencilState)) {
: PipelineBase(builder),
depthStencilState(std::move(builder->depthStencilState)),
inputState(std::move(builder->inputState)),
primitiveTopology(builder->primitiveTopology),
renderPass(std::move(builder->renderPass)), subpass(builder->subpass) {
if (GetStageMask() != (nxt::ShaderStageBit::Vertex | nxt::ShaderStageBit::Fragment)) {
builder->HandleError("Render pipeline should have exactly a vertex and fragment stage");
@@ -45,20 +48,24 @@ namespace backend {
}
}
RenderPassBase* RenderPipelineBase::GetRenderPass() {
return renderPass.Get();
}
uint32_t RenderPipelineBase::GetSubPass() {
return subpass;
DepthStencilStateBase* RenderPipelineBase::GetDepthStencilState() {
return depthStencilState.Get();
}
InputStateBase* RenderPipelineBase::GetInputState() {
return inputState.Get();
}
DepthStencilStateBase* RenderPipelineBase::GetDepthStencilState() {
return depthStencilState.Get();
nxt::PrimitiveTopology RenderPipelineBase::GetPrimitiveTopology() const {
return primitiveTopology;
}
RenderPassBase* RenderPipelineBase::GetRenderPass() {
return renderPass.Get();
}
uint32_t RenderPipelineBase::GetSubPass() {
return subpass;
}
// RenderPipelineBuilder
@@ -79,17 +86,21 @@ namespace backend {
return device->CreateRenderPipeline(this);
}
void RenderPipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
this->renderPass = renderPass;
this->subpass = subpass;
void RenderPipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
this->depthStencilState = depthStencilState;
}
void RenderPipelineBuilder::SetInputState(InputStateBase* inputState) {
this->inputState = inputState;
}
void RenderPipelineBuilder::SetDepthStencilState(DepthStencilStateBase* depthStencilState) {
this->depthStencilState = depthStencilState;
void RenderPipelineBuilder::SetPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
this->primitiveTopology = primitiveTopology;
}
void RenderPipelineBuilder::SetSubpass(RenderPassBase* renderPass, uint32_t subpass) {
this->renderPass = renderPass;
this->subpass = subpass;
}
}

View File

@@ -25,16 +25,18 @@ namespace backend {
public:
RenderPipelineBase(RenderPipelineBuilder* builder);
DepthStencilStateBase* GetDepthStencilState();
InputStateBase* GetInputState();
nxt::PrimitiveTopology GetPrimitiveTopology() const;
RenderPassBase* GetRenderPass();
uint32_t GetSubPass();
InputStateBase* GetInputState();
DepthStencilStateBase* GetDepthStencilState();
private:
Ref<DepthStencilStateBase> depthStencilState;
Ref<InputStateBase> inputState;
nxt::PrimitiveTopology primitiveTopology;
Ref<RenderPassBase> renderPass;
uint32_t subpass;
Ref<InputStateBase> inputState;
Ref<DepthStencilStateBase> depthStencilState;
};
class RenderPipelineBuilder : public Builder<RenderPipelineBase>, public PipelineBuilder {
@@ -42,19 +44,22 @@ namespace backend {
RenderPipelineBuilder(DeviceBase* device);
// NXT API
void SetSubpass(RenderPassBase* renderPass, uint32_t subpass);
void SetInputState(InputStateBase* inputState);
void SetDepthStencilState(DepthStencilStateBase* depthStencilState);
void SetPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology);
void SetInputState(InputStateBase* inputState);
void SetSubpass(RenderPassBase* renderPass, uint32_t subpass);
private:
friend class RenderPipelineBase;
RenderPipelineBase* GetResultImpl() override;
Ref<DepthStencilStateBase> depthStencilState;
Ref<InputStateBase> inputState;
// TODO(enga@google.com): Remove default when we validate that all required properties are set
nxt::PrimitiveTopology primitiveTopology = nxt::PrimitiveTopology::Triangle;
Ref<RenderPassBase> renderPass;
uint32_t subpass;
Ref<InputStateBase> inputState;
Ref<DepthStencilStateBase> depthStencilState;
};
}