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Update samples to the new RenderPipelineDescriptor
Also does some updates for the new BindGroupLayoutEntry and VertexFormats that were missed previously. Bug: chromium:1177501 Change-Id: Icb336590673158538a1586a1f8d5ace398fb381e Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/45282 Reviewed-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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@@ -123,29 +123,29 @@ void initRender() {
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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utils::ComboRenderPipelineDescriptor2 descriptor;
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descriptor.cVertexState.vertexBufferCount = 2;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = sizeof(Particle);
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descriptor.cVertexState.cVertexBuffers[0].stepMode = wgpu::InputStepMode::Instance;
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 2;
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descriptor.cVertexState.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float2;
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descriptor.cVertexState.cAttributes[1].shaderLocation = 1;
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descriptor.cVertexState.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cVertexState.cAttributes[1].format = wgpu::VertexFormat::Float2;
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descriptor.cVertexState.cVertexBuffers[1].arrayStride = sizeof(glm::vec2);
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descriptor.cVertexState.cVertexBuffers[1].attributeCount = 1;
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descriptor.cVertexState.cVertexBuffers[1].attributes = &descriptor.cVertexState.cAttributes[2];
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descriptor.cVertexState.cAttributes[2].shaderLocation = 2;
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descriptor.cVertexState.cAttributes[2].format = wgpu::VertexFormat::Float2;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 2;
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descriptor.cBuffers[0].arrayStride = sizeof(Particle);
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descriptor.cBuffers[0].stepMode = wgpu::InputStepMode::Instance;
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descriptor.cBuffers[0].attributeCount = 2;
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descriptor.cAttributes[0].offset = offsetof(Particle, pos);
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descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x2;
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descriptor.cAttributes[1].shaderLocation = 1;
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descriptor.cAttributes[1].offset = offsetof(Particle, vel);
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descriptor.cAttributes[1].format = wgpu::VertexFormat::Float32x2;
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descriptor.cBuffers[1].arrayStride = sizeof(glm::vec2);
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descriptor.cBuffers[1].attributeCount = 1;
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descriptor.cBuffers[1].attributes = &descriptor.cAttributes[2];
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descriptor.cAttributes[2].shaderLocation = 2;
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descriptor.cAttributes[2].format = wgpu::VertexFormat::Float32x2;
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renderPipeline = device.CreateRenderPipeline(&descriptor);
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descriptor.cFragment.module = fsModule;
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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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}
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void initSim() {
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@@ -247,9 +247,9 @@ void initSim() {
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer},
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{1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
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{2, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
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{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
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{1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
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{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
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});
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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