Minor updates to fix compilation.

This CL adds the needed `memory` include for clang on windows and fixes
up some issues to make doxygen happy again.

Change-Id: I2c3f21aa086b079d3b861786834bcf4370123a7d
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/26703
Reviewed-by: Idan Raiter <idanr@google.com>
Reviewed-by: dan sinclair <dsinclair@chromium.org>
Commit-Queue: dan sinclair <dsinclair@chromium.org>
This commit is contained in:
dan sinclair 2020-08-12 19:28:59 +00:00 committed by Commit Bot service account
parent 06176633ec
commit 633b1a7463
1 changed files with 23 additions and 3 deletions

View File

@ -15,6 +15,7 @@
#ifndef SRC_AST_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_ #ifndef SRC_AST_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_
#define SRC_AST_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_ #define SRC_AST_TRANSFORM_VERTEX_PULLING_TRANSFORM_H_
#include <memory>
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
#include <vector> #include <vector>
@ -78,35 +79,54 @@ enum class InputStepMode { kVertex, kInstance };
/// Describes a vertex attribute within a buffer /// Describes a vertex attribute within a buffer
struct VertexAttributeDescriptor { struct VertexAttributeDescriptor {
/// The format of the attribute
VertexFormat format; VertexFormat format;
/// The byte offset of the attribute in the buffer
uint64_t offset; uint64_t offset;
/// The shader location used for the attribute
uint32_t shader_location; uint32_t shader_location;
}; };
/// Describes a buffer containing multiple vertex attributes /// Describes a buffer containing multiple vertex attributes
struct VertexBufferLayoutDescriptor { struct VertexBufferLayoutDescriptor {
/// Constructor
VertexBufferLayoutDescriptor(); VertexBufferLayoutDescriptor();
~VertexBufferLayoutDescriptor(); /// Constructor
/// @param in_array_stride the array stride of the in buffer
/// @param in_step_mode the step mode of the in buffer
/// @param in_attributes the in attributes
VertexBufferLayoutDescriptor( VertexBufferLayoutDescriptor(
uint64_t in_array_stride, uint64_t in_array_stride,
InputStepMode in_step_mode, InputStepMode in_step_mode,
std::vector<VertexAttributeDescriptor> in_attributes); std::vector<VertexAttributeDescriptor> in_attributes);
/// Copy constructor
/// @param other the struct to copy
VertexBufferLayoutDescriptor(const VertexBufferLayoutDescriptor& other); VertexBufferLayoutDescriptor(const VertexBufferLayoutDescriptor& other);
~VertexBufferLayoutDescriptor();
/// The array stride used in the in buffer
uint64_t array_stride = 0u; uint64_t array_stride = 0u;
/// The input step mode used
InputStepMode step_mode = InputStepMode::kVertex; InputStepMode step_mode = InputStepMode::kVertex;
/// The vertex attributes
std::vector<VertexAttributeDescriptor> attributes; std::vector<VertexAttributeDescriptor> attributes;
}; };
/// Describes vertex state, which consists of many buffers containing vertex /// Describes vertex state, which consists of many buffers containing vertex
/// attributes /// attributes
struct VertexStateDescriptor { struct VertexStateDescriptor {
/// Constructor
VertexStateDescriptor(); VertexStateDescriptor();
~VertexStateDescriptor(); /// Constructor
/// @param in_vertex_buffers the vertex buffers
VertexStateDescriptor( VertexStateDescriptor(
std::vector<VertexBufferLayoutDescriptor> in_vertex_buffers); std::vector<VertexBufferLayoutDescriptor> in_vertex_buffers);
/// Copy constructor
/// @param other the struct to copy
VertexStateDescriptor(const VertexStateDescriptor& other); VertexStateDescriptor(const VertexStateDescriptor& other);
~VertexStateDescriptor();
/// The vertex buffers
std::vector<VertexBufferLayoutDescriptor> vertex_buffers; std::vector<VertexBufferLayoutDescriptor> vertex_buffers;
}; };
@ -121,7 +141,7 @@ struct VertexStateDescriptor {
/// ///
/// |VertexFormat| represents the input type of the attribute. This isn't /// |VertexFormat| represents the input type of the attribute. This isn't
/// related to the type of the variable in the shader. For example, /// related to the type of the variable in the shader. For example,
/// |VertexFormat::vec2_f16| tells us that the buffer will contain f16 elements, /// `VertexFormat::kVec2F16` tells us that the buffer will contain f16 elements,
/// to be read as vec2. In the shader, a user would make a vec2<f32> to be able /// to be read as vec2. In the shader, a user would make a vec2<f32> to be able
/// to use them. The conversion between f16 and f32 will need to be handled by /// to use them. The conversion between f16 and f32 will need to be handled by
/// us (using unpack functions). /// us (using unpack functions).