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https://github.com/encounter/dawn-cmake.git
synced 2025-12-08 13:14:56 +00:00
Removed deprecated CreateRenderPipeline path
Renames all the RenderPipeline*2 stuff to simple RenderPipeline* but keeps *2 definitionas around as typedefs and wrappers so that users can migrate away from it. Bug: dawn:22 Change-Id: If301d81a829bba0646c3a61068f2279932b191e0 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/51764 Commit-Queue: Brandon Jones <bajones@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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Dawn LUCI CQ
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commit
41c87d973a
@@ -119,13 +119,13 @@ void init() {
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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform, true}});
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utils::ComboRenderPipelineDescriptor2 descriptor;
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertex.module = vsModule;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline2(&descriptor);
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pipeline = device.CreateRenderPipeline(&descriptor);
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shaderData.resize(kNumTriangles);
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for (auto& data : shaderData) {
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@@ -56,7 +56,7 @@ void init() {
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WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release();
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{
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WGPURenderPipelineDescriptor2 descriptor = {};
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WGPURenderPipelineDescriptor descriptor = {};
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// Fragment state
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WGPUBlendState blend = {};
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@@ -97,7 +97,7 @@ void init() {
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descriptor.primitive.topology = WGPUPrimitiveTopology_TriangleList;
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descriptor.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
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pipeline = wgpuDeviceCreateRenderPipeline2(device, &descriptor);
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pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor);
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}
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wgpuShaderModuleRelease(vsModule);
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@@ -121,7 +121,7 @@ void initRender() {
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor2 descriptor;
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 2;
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@@ -143,7 +143,7 @@ void initRender() {
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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renderPipeline = device.CreateRenderPipeline2(&descriptor);
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renderPipeline = device.CreateRenderPipeline(&descriptor);
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}
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void initSim() {
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@@ -120,7 +120,7 @@ void init() {
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor2 descriptor;
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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@@ -131,7 +131,7 @@ void init() {
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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pipeline = device.CreateRenderPipeline2(&descriptor);
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pipeline = device.CreateRenderPipeline(&descriptor);
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wgpu::TextureView view = texture.CreateView();
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@@ -184,7 +184,7 @@ void init() {
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depthStencilView = CreateDefaultDepthStencilView(device);
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{
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utils::ComboRenderPipelineDescriptor2 descriptor;
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.vertex.buffers = &vertexBufferLayout;
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@@ -198,11 +198,11 @@ void init() {
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depthStencil->depthWriteEnabled = true;
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depthStencil->depthCompare = wgpu::CompareFunction::Less;
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pipeline = device.CreateRenderPipeline2(&descriptor);
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pipeline = device.CreateRenderPipeline(&descriptor);
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}
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{
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utils::ComboRenderPipelineDescriptor2 descriptor;
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.vertex.buffers = &vertexBufferLayout;
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@@ -217,11 +217,11 @@ void init() {
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depthStencil->stencilBack.passOp = wgpu::StencilOperation::Replace;
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depthStencil->depthCompare = wgpu::CompareFunction::Less;
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planePipeline = device.CreateRenderPipeline2(&descriptor);
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planePipeline = device.CreateRenderPipeline(&descriptor);
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}
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{
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utils::ComboRenderPipelineDescriptor2 descriptor;
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.vertex.buffers = &vertexBufferLayout;
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@@ -239,7 +239,7 @@ void init() {
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depthStencil->depthWriteEnabled = true;
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depthStencil->depthCompare = wgpu::CompareFunction::Less;
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reflectionPipeline = device.CreateRenderPipeline2(&descriptor);
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reflectionPipeline = device.CreateRenderPipeline(&descriptor);
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}
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cameraData.proj = glm::perspective(glm::radians(45.0f), 1.f, 1.0f, 100.0f);
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@@ -311,7 +311,7 @@ int main(int argc, const char* argv[]) {
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queue = device.GetQueue();
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// The hacky pipeline to render a triangle.
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utils::ComboRenderPipelineDescriptor2 pipelineDesc;
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utils::ComboRenderPipelineDescriptor pipelineDesc;
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pipelineDesc.vertex.module = utils::CreateShaderModule(device, R"(
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let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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@@ -328,7 +328,7 @@ int main(int argc, const char* argv[]) {
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})");
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// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
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pipelineDesc.cTargets[0].format = wgpu::TextureFormat::BGRA8Unorm;
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trianglePipeline = device.CreateRenderPipeline2(&pipelineDesc);
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trianglePipeline = device.CreateRenderPipeline(&pipelineDesc);
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// Craete the first window, since the example exits when there are no windows.
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AddWindow();
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