Capitalize C types dawn -> Dawn

This is to match Chromium style.

Change-Id: Ic97cc03e2291c653ade9662ba3d5e629872b10ad
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5482
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Austin Eng <enga@chromium.org>
This commit is contained in:
Austin Eng
2019-03-11 16:52:42 +00:00
committed by Commit Bot service account
parent 97ffc1a8aa
commit 45f9730855
87 changed files with 596 additions and 596 deletions

View File

@@ -17,24 +17,24 @@
#include "utils/DawnHelpers.h"
#include "utils/SystemUtils.h"
dawnDevice device;
dawnQueue queue;
dawnSwapChain swapchain;
dawnRenderPipeline pipeline;
DawnDevice device;
DawnQueue queue;
DawnSwapChain swapchain;
DawnRenderPipeline pipeline;
dawnTextureFormat swapChainFormat;
DawnTextureFormat swapChainFormat;
void init() {
device = CreateCppDawnDevice().Release();
queue = dawnDeviceCreateQueue(device);
{
dawnSwapChainDescriptor descriptor;
DawnSwapChainDescriptor descriptor;
descriptor.nextInChain = nullptr;
descriptor.implementation = GetSwapChainImplementation();
swapchain = dawnDeviceCreateSwapChain(device, &descriptor);
}
swapChainFormat = static_cast<dawnTextureFormat>(GetPreferredSwapChainTextureFormat());
swapChainFormat = static_cast<DawnTextureFormat>(GetPreferredSwapChainTextureFormat());
dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT, 640,
480);
@@ -44,7 +44,7 @@ void init() {
"void main() {\n"
" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
"}\n";
dawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
DawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
const char* fs =
"#version 450\n"
@@ -52,19 +52,19 @@ void init() {
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
dawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
DawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
{
dawnRenderPipelineDescriptor descriptor;
DawnRenderPipelineDescriptor descriptor;
descriptor.nextInChain = nullptr;
dawnPipelineStageDescriptor vertexStage;
DawnPipelineStageDescriptor vertexStage;
vertexStage.nextInChain = nullptr;
vertexStage.module = vsModule;
vertexStage.entryPoint = "main";
descriptor.vertexStage = &vertexStage;
dawnPipelineStageDescriptor fragmentStage;
DawnPipelineStageDescriptor fragmentStage;
fragmentStage.nextInChain = nullptr;
fragmentStage.module = fsModule;
fragmentStage.entryPoint = "main";
@@ -72,11 +72,11 @@ void init() {
descriptor.sampleCount = 1;
dawnBlendDescriptor blendDescriptor;
DawnBlendDescriptor blendDescriptor;
blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
dawnColorStateDescriptor colorStateDescriptor;
DawnColorStateDescriptor colorStateDescriptor;
colorStateDescriptor.nextInChain = nullptr;
colorStateDescriptor.format = swapChainFormat;
colorStateDescriptor.alphaBlend = blendDescriptor;
@@ -84,16 +84,16 @@ void init() {
colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
descriptor.colorStateCount = 1;
dawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
descriptor.colorStates = colorStatesPtr;
dawnPipelineLayoutDescriptor pl;
DawnPipelineLayoutDescriptor pl;
pl.nextInChain = nullptr;
pl.bindGroupLayoutCount = 0;
pl.bindGroupLayouts = nullptr;
descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
dawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
DawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
descriptor.inputState = dawnInputStateBuilderGetResult(inputStateBuilder);
dawnInputStateBuilderRelease(inputStateBuilder);
@@ -112,14 +112,14 @@ void init() {
}
void frame() {
dawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
dawnTextureView backbufferView;
DawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
DawnTextureView backbufferView;
{
backbufferView = dawnTextureCreateDefaultTextureView(backbuffer);
}
dawnRenderPassDescriptor renderpassInfo;
dawnRenderPassColorAttachmentDescriptor colorAttachment;
dawnRenderPassColorAttachmentDescriptor* colorAttachments = {&colorAttachment};
DawnRenderPassDescriptor renderpassInfo;
DawnRenderPassColorAttachmentDescriptor colorAttachment;
DawnRenderPassColorAttachmentDescriptor* colorAttachments = {&colorAttachment};
{
colorAttachment.attachment = backbufferView;
colorAttachment.resolveTarget = nullptr;
@@ -130,11 +130,11 @@ void frame() {
renderpassInfo.colorAttachments = &colorAttachments;
renderpassInfo.depthStencilAttachment = nullptr;
}
dawnCommandBuffer commands;
DawnCommandBuffer commands;
{
dawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device);
DawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device);
dawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
DawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
dawnRenderPassEncoderSetPipeline(pass, pipeline);
dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
dawnRenderPassEncoderEndPass(pass);