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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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@@ -116,27 +116,26 @@ void init() {
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
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{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
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{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float},
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});
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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utils::ComboRenderPipelineDescriptor2 descriptor;
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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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 = 1;
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descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cBuffers[0].attributeCount = 1;
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descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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pipeline = device.CreateRenderPipeline(&descriptor);
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pipeline = device.CreateRenderPipeline2(&descriptor);
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wgpu::TextureView view = texture.CreateView();
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