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Update VertexInput (InputState) to match the spec - Part 2
This patch changed the front end code and tests and examples. BUG=dawn:80, dawn:107 Change-Id: Ia6c60232c04a1bfb862263766eb28e9afc3bc8db Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7620 Commit-Queue: Yunchao He <yunchao.he@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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@@ -98,8 +98,6 @@ void init() {
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vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
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vertexInput.numBuffers = 0;
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vertexInput.buffers = nullptr;
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vertexInput.numAttributes = 0;
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vertexInput.attributes = nullptr;
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descriptor.vertexInput = &vertexInput;
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DawnRasterizationStateDescriptor rasterizationState;
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@@ -120,20 +120,20 @@ void initRender() {
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cVertexInput.numAttributes = 3;
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descriptor.cVertexInput.numBuffers = 2;
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descriptor.cVertexInput.cBuffers[0].stride = sizeof(Particle);
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descriptor.cVertexInput.cBuffers[0].stepMode = dawn::InputStepMode::Instance;
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descriptor.cVertexInput.cBuffers[0].numAttributes = 2;
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descriptor.cVertexInput.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float2;
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descriptor.cVertexInput.cAttributes[1].shaderLocation = 1;
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descriptor.cVertexInput.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cVertexInput.cAttributes[1].format = dawn::VertexFormat::Float2;
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descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
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descriptor.cVertexInput.cAttributes[2].inputSlot = 1;
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descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;
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descriptor.cVertexInput.numBuffers = 2;
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descriptor.cVertexInput.cBuffers[0].stride = sizeof(Particle);
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descriptor.cVertexInput.cBuffers[0].stepMode = dawn::InputStepMode::Instance;
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descriptor.cVertexInput.cBuffers[1].inputSlot = 1;
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descriptor.cVertexInput.cBuffers[1].stride = sizeof(glm::vec2);
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descriptor.cVertexInput.cBuffers[1].numAttributes = 1;
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descriptor.cVertexInput.cBuffers[1].attributes = &descriptor.cVertexInput.cAttributes[2];
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descriptor.cVertexInput.cAttributes[2].shaderLocation = 2;
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descriptor.cVertexInput.cAttributes[2].format = dawn::VertexFormat::Float2;
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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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@@ -125,10 +125,10 @@ void init() {
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cVertexInput.numAttributes = 1;
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
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descriptor.cVertexInput.numBuffers = 1;
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descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
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descriptor.cVertexInput.cBuffers[0].numAttributes = 1;
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
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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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@@ -157,7 +157,7 @@ void init() {
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})");
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utils::ComboVertexInputDescriptor vertexInput;
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vertexInput.numAttributes = 2;
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vertexInput.cBuffers[0].numAttributes = 2;
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vertexInput.cAttributes[0].format = dawn::VertexFormat::Float3;
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vertexInput.cAttributes[1].shaderLocation = 1;
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vertexInput.cAttributes[1].offset = 3 * sizeof(float);
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