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https://github.com/encounter/dawn-cmake.git
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Rename NXT -> Dawn in the comments
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committed by
Corentin Wallez
parent
923574eed5
commit
9fc65344f4
@@ -145,7 +145,7 @@ namespace backend {
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// in Allocate
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// - Be able to optimize allocation to one block, for command buffers expected to live long to
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// avoid cache misses
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// - Better block allocation, maybe have NXT API to say command buffer is going to have size
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// - Better block allocation, maybe have Dawn API to say command buffer is going to have size
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// close to another
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CommandAllocator::CommandAllocator()
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@@ -62,7 +62,7 @@ namespace backend {
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virtual void TickImpl() = 0;
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// Many NXT objects are completely immutable once created which means that if two
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// Many Dawn objects are completely immutable once created which means that if two
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// builders are given the same arguments, they can return the same object. Reusing
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// objects will help make comparisons between objects by a single pointer comparison.
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//
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@@ -489,7 +489,7 @@ namespace backend { namespace d3d12 {
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if (clearFlags) {
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auto handle = renderPass->GetDSVDescriptor();
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// TODO(kainino@chromium.org): investigate: should the NXT clear
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// TODO(kainino@chromium.org): investigate: should the Dawn clear
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// stencil type be uint8_t?
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uint8_t clearStencil = static_cast<uint8_t>(attachmentInfo.clearStencil);
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commandList->ClearDepthStencilView(
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@@ -503,7 +503,7 @@ namespace backend { namespace metal {
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std::array<NSUInteger, kMaxVertexInputs> mtlOffsets;
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// Perhaps an "array of vertex buffers(+offsets?)" should be
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// a NXT API primitive to avoid reconstructing this array?
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// a Dawn API primitive to avoid reconstructing this array?
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for (uint32_t i = 0; i < cmd->count; ++i) {
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Buffer* buffer = ToBackend(buffers[i].Get());
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mtlBuffers[i] = buffer->GetMTLBuffer();
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@@ -148,7 +148,7 @@ namespace backend { namespace opengl {
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};
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// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that
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// corresponds to an InputState. On the contrary in NXT they are part of the global state.
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// corresponds to an InputState. On the contrary in Dawn they are part of the global state.
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// This means that we have to re-apply these buffers on an InputState change.
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class InputBufferTracker {
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public:
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@@ -70,7 +70,7 @@ namespace backend { namespace vulkan {
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}
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VkColorComponentFlagBits VulkanColorWriteMask(dawn::ColorWriteMask mask) {
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// Vulkan and NXT color write masks match, static assert it and return the mask
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// Vulkan and Dawn color write masks match, static assert it and return the mask
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static_assert(static_cast<VkColorComponentFlagBits>(dawn::ColorWriteMask::Red) ==
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VK_COLOR_COMPONENT_R_BIT,
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"");
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@@ -176,7 +176,7 @@ namespace backend { namespace vulkan {
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VkBufferImageCopy region =
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ComputeBufferImageCopyRegion(copy->rowPitch, src, dst);
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// The image is written to so the NXT guarantees make sure it is in the
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// The image is written to so the Dawn guarantees make sure it is in the
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// TRANSFER_DST_OPTIMAL layout
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device->fn.CmdCopyBufferToImage(commands, srcBuffer, dstImage,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1,
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@@ -199,7 +199,7 @@ namespace backend { namespace vulkan {
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VkBufferImageCopy region =
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ComputeBufferImageCopyRegion(copy->rowPitch, dst, src);
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// The NXT TransferSrc usage is always mapped to GENERAL
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// The Dawn TransferSrc usage is always mapped to GENERAL
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device->fn.CmdCopyImageToBuffer(commands, srcImage, VK_IMAGE_LAYOUT_GENERAL,
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dstBuffer, 1, ®ion);
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} break;
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@@ -94,7 +94,7 @@ namespace backend { namespace vulkan {
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mCreateInfo.back.depthFailOp = VulkanStencilOp(stencil.back.depthFail);
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mCreateInfo.back.compareOp = VulkanCompareOp(stencil.back.compareFunction);
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// NXT doesn't have separate front and back stencil masks.
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// Dawn doesn't have separate front and back stencil masks.
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mCreateInfo.front.compareMask = stencil.readMask;
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mCreateInfo.back.compareMask = stencil.readMask;
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mCreateInfo.front.writeMask = stencil.writeMask;
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@@ -491,7 +491,7 @@ namespace backend { namespace vulkan {
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usedKnobs->swapchain = true;
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}
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// Always require independentBlend because it is a core NXT feature,
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// Always require independentBlend because it is a core Dawn feature,
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usedKnobs->features.independentBlend = VK_TRUE;
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// Find a universal queue family
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@@ -26,7 +26,7 @@ namespace backend { namespace vulkan {
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: PipelineLayoutBase(device, descriptor) {
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// Compute the array of VkDescriptorSetLayouts that will be chained in the create info.
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// TODO(cwallez@chromium.org) Vulkan doesn't allow holes in this array, should we expose
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// this constraints at the NXT level?
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// this constraints at the Dawn level?
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uint32_t numSetLayouts = 0;
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std::array<VkDescriptorSetLayout, kMaxBindGroups> setLayouts;
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for (uint32_t setIndex : IterateBitSet(GetBindGroupLayoutsMask())) {
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@@ -80,7 +80,7 @@ namespace backend { namespace vulkan {
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inputAssembly.pNext = nullptr;
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inputAssembly.flags = 0;
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inputAssembly.topology = VulkanPrimitiveTopology(GetPrimitiveTopology());
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// Primitive restart is always enabled in NXT (because of Metal)
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// Primitive restart is always enabled in Dawn (because of Metal)
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inputAssembly.primitiveRestartEnable = VK_TRUE;
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// A dummy viewport/scissor info. The validation layers force use to provide at least one
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@@ -20,7 +20,7 @@
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namespace backend { namespace vulkan {
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namespace {
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// Converts an NXT texture dimension to a Vulkan image type.
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// Converts an Dawn texture dimension to a Vulkan image type.
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// Note that in Vulkan dimensionality is only 1D, 2D, 3D. Arrays and cube maps are expressed
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// via the array size and a "cubemap compatible" flag.
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VkImageType VulkanImageType(dawn::TextureDimension dimension) {
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@@ -32,7 +32,7 @@ namespace backend { namespace vulkan {
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}
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}
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// Converts an NXT texture dimension to a Vulkan image view type.
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// Converts an Dawn texture dimension to a Vulkan image view type.
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// Contrary to image types, image view types include arrayness and cubemapness
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VkImageViewType VulkanImageViewType(dawn::TextureDimension dimension) {
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switch (dimension) {
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@@ -43,7 +43,7 @@ namespace backend { namespace vulkan {
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}
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}
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// Computes which vulkan access type could be required for the given NXT usage.
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// Computes which vulkan access type could be required for the given Dawn usage.
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VkAccessFlags VulkanAccessFlags(dawn::TextureUsageBit usage, dawn::TextureFormat format) {
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VkAccessFlags flags = 0;
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@@ -80,7 +80,7 @@ namespace backend { namespace vulkan {
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return flags;
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}
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// Chooses which Vulkan image layout should be used for the given NXT usage
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// Chooses which Vulkan image layout should be used for the given Dawn usage
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VkImageLayout VulkanImageLayout(dawn::TextureUsageBit usage, dawn::TextureFormat format) {
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if (usage == dawn::TextureUsageBit::None) {
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return VK_IMAGE_LAYOUT_UNDEFINED;
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@@ -119,7 +119,7 @@ namespace backend { namespace vulkan {
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}
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}
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// Computes which Vulkan pipeline stage can access a texture in the given NXT usage
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// Computes which Vulkan pipeline stage can access a texture in the given Dawn usage
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VkPipelineStageFlags VulkanPipelineStage(dawn::TextureUsageBit usage,
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dawn::TextureFormat format) {
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VkPipelineStageFlags flags = 0;
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@@ -162,7 +162,7 @@ namespace backend { namespace vulkan {
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return flags;
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}
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// Computes which Vulkan texture aspects are relevant for the given NXT format
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// Computes which Vulkan texture aspects are relevant for the given Dawn format
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VkImageAspectFlags VulkanAspectMask(dawn::TextureFormat format) {
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bool isDepth = TextureFormatHasDepth(format);
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bool isStencil = TextureFormatHasStencil(format);
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@@ -183,7 +183,7 @@ namespace backend { namespace vulkan {
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} // namespace
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// Converts NXT texture format to Vulkan formats.
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// Converts Dawn texture format to Vulkan formats.
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VkFormat VulkanImageFormat(dawn::TextureFormat format) {
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switch (format) {
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case dawn::TextureFormat::R8G8B8A8Unorm:
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@@ -207,7 +207,7 @@ namespace backend { namespace vulkan {
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}
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}
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// Converts the NXT usage flags to Vulkan usage flags. Also needs the format to choose
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// Converts the Dawn usage flags to Vulkan usage flags. Also needs the format to choose
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// between color and depth attachment usages.
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VkImageUsageFlags VulkanImageUsage(dawn::TextureUsageBit usage, dawn::TextureFormat format) {
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VkImageUsageFlags flags = 0;
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@@ -17,7 +17,7 @@
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#include "common/Compiler.h"
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// NXT asserts to be used instead of the regular C stdlib assert function (if you don't use assert
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// Dawn asserts to be used instead of the regular C stdlib assert function (if you don't use assert
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// yet, you should start now!). In debug ASSERT(condition) will trigger an error, otherwise in
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// release it does nothing at runtime.
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//
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@@ -17,7 +17,7 @@
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#include <gtest/gtest.h>
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#include <memory>
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// Getting data back from NXT is done in an async manners so all expectations are "deferred"
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// Getting data back from Dawn is done in an async manners so all expectations are "deferred"
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// until the end of the test. Also expectations use a copy to a MapRead buffer to get the data
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// so resources should have the TransferSrc allowed usage bit if you want to add expectations on
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// them.
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@@ -149,7 +149,7 @@ protected:
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EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2);
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EXPECT_PIXEL_RGBA8_EQ(expectedV3, mRenderPass.color, 0, 3);
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// TODO: add tests for W address mode, once NXT supports 3D textures
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// TODO: add tests for W address mode, once Dawn supports 3D textures
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}
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utils::BasicRenderPass mRenderPass;
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@@ -34,7 +34,7 @@ ValidationTest::ValidationTest() {
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}
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ValidationTest::~ValidationTest() {
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// We need to destroy NXT objects before setting the procs to null otherwise the nxt*Release
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// We need to destroy Dawn objects before setting the procs to null otherwise the nxt*Release
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// will call a nullptr
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device = dawn::Device();
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dawnSetProcs(nullptr);
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