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Input State Descriptorization
This change also removes InputState object. BUG=dawn:107 Change-Id: Ia3fd2d348658f5719de0279bfe7bb10a4f183523 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5660 Commit-Queue: Yunchao He <yunchao.he@intel.com> Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -156,28 +156,27 @@ void init() {
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fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
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})");
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dawn::VertexAttributeDescriptor attribute1;
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attribute1.shaderLocation = 0;
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attribute1.inputSlot = 0;
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attribute1.offset = 0;
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attribute1.format = dawn::VertexFormat::Float3;
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dawn::VertexAttributeDescriptor attribute[2];
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attribute[0].shaderLocation = 0;
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attribute[0].inputSlot = 0;
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attribute[0].offset = 0;
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attribute[0].format = dawn::VertexFormat::Float3;
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dawn::VertexAttributeDescriptor attribute2;
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attribute2.shaderLocation = 1;
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attribute2.inputSlot = 0;
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attribute2.offset = 3 * sizeof(float);
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attribute2.format = dawn::VertexFormat::Float3;
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attribute[1].shaderLocation = 1;
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attribute[1].inputSlot = 0;
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attribute[1].offset = 3 * sizeof(float);
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attribute[1].format = dawn::VertexFormat::Float3;
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dawn::VertexInputDescriptor input;
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input.inputSlot = 0;
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input.stride = 6 * sizeof(float);
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input.stepMode = dawn::InputStepMode::Vertex;
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(&attribute1)
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.SetAttribute(&attribute2)
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.SetInput(&input)
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.GetResult();
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dawn::InputStateDescriptor inputState;
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inputState.numAttributes = 2;
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inputState.attributes = attribute;
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inputState.numInputs = 1;
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inputState.inputs = &input;
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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@@ -214,7 +213,7 @@ void init() {
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descriptor.layout = pl;
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.inputState = &inputState;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@@ -227,7 +226,7 @@ void init() {
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pDescriptor.layout = pl;
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pDescriptor.cVertexStage.module = vsModule;
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pDescriptor.cFragmentStage.module = fsModule;
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pDescriptor.inputState = inputState;
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pDescriptor.inputState = &inputState;
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pDescriptor.depthStencilState = &pDescriptor.cDepthStencilState;
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pDescriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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pDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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@@ -241,7 +240,7 @@ void init() {
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rfDescriptor.layout = pl;
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rfDescriptor.cVertexStage.module = vsModule;
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rfDescriptor.cFragmentStage.module = fsReflectionModule;
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rfDescriptor.inputState = inputState;
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rfDescriptor.inputState = &inputState;
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rfDescriptor.depthStencilState = &rfDescriptor.cDepthStencilState;
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rfDescriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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rfDescriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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