Construct VertexAttributeDescriptor, in order to match web idl

The parameters about vertex attribute were encapsulated in
VertexAttributeDescriptor in web idl. This change construct
this descriptor accordingly.

BUG=dawn:107

Change-Id: Ia1c6e53af951d8f2a0c0b69bdca09291c2661e50
Reviewed-on: https://dawn-review.googlesource.com/c/4620
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
This commit is contained in:
Yunchao He
2019-02-14 00:35:39 +00:00
committed by Commit Bot service account
parent 445869d2b0
commit b2207737ab
18 changed files with 207 additions and 73 deletions

View File

@@ -114,13 +114,31 @@ void initRender() {
}
)");
dawn::VertexAttributeDescriptor attribute1;
attribute1.shaderLocation = 0;
attribute1.inputSlot = 0;
attribute1.offset = offsetof(Particle, pos);
attribute1.format = dawn::VertexFormat::FloatR32G32;
dawn::VertexAttributeDescriptor attribute2;
attribute2.shaderLocation = 1;
attribute2.inputSlot = 0;
attribute2.offset = offsetof(Particle, vel);
attribute2.format = dawn::VertexFormat::FloatR32G32;
dawn::VertexAttributeDescriptor attribute3;
attribute3.shaderLocation = 2;
attribute3.inputSlot = 1;
attribute3.offset = 0;
attribute3.format = dawn::VertexFormat::FloatR32G32;
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, pos))
.SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, vel))
.SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance)
.SetAttribute(2, 1, dawn::VertexFormat::FloatR32G32, 0)
.SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex)
.GetResult();
.SetAttribute(&attribute1)
.SetAttribute(&attribute2)
.SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance)
.SetAttribute(&attribute3)
.SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex)
.GetResult();
depthStencilView = CreateDefaultDepthStencilView(device);

View File

@@ -111,10 +111,15 @@ void init() {
fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
})");
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
.SetAttribute(&attribute)
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {

View File

@@ -156,11 +156,23 @@ void init() {
fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
})");
dawn::VertexAttributeDescriptor attribute1;
attribute1.shaderLocation = 0;
attribute1.inputSlot = 0;
attribute1.offset = 0;
attribute1.format = dawn::VertexFormat::FloatR32G32B32;
dawn::VertexAttributeDescriptor attribute2;
attribute2.shaderLocation = 1;
attribute2.inputSlot = 0;
attribute2.offset = 3 * sizeof(float);
attribute2.format = dawn::VertexFormat::FloatR32G32B32;
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32, 0)
.SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
.SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
.SetAttribute(&attribute1)
.SetAttribute(&attribute2)
.SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {

View File

@@ -247,16 +247,25 @@ namespace {
fprintf(stderr, "unsupported technique parameter type %d\n", iParameter.type);
continue;
}
dawn::VertexAttributeDescriptor attribute;
attribute.offset = 0;
attribute.format = format;
if (iParameter.semantic == "POSITION") {
builder.SetAttribute(0, 0, format, 0);
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
builder.SetAttribute(&attribute);
builder.SetInput(0, static_cast<uint32_t>(stridePos), dawn::InputStepMode::Vertex);
slotsSet.set(0);
} else if (iParameter.semantic == "NORMAL") {
builder.SetAttribute(1, 1, format, 0);
attribute.shaderLocation = 1;
attribute.inputSlot = 1;
builder.SetAttribute(&attribute);
builder.SetInput(1, static_cast<uint32_t>(strideNor), dawn::InputStepMode::Vertex);
slotsSet.set(1);
} else if (iParameter.semantic == "TEXCOORD_0") {
builder.SetAttribute(2, 2, format, 0);
attribute.shaderLocation = 2;
attribute.inputSlot = 2;
builder.SetAttribute(&attribute);
builder.SetInput(2, static_cast<uint32_t>(strideTxc), dawn::InputStepMode::Vertex);
slotsSet.set(2);
} else {
@@ -268,7 +277,13 @@ namespace {
if (slotsSet[i]) {
continue;
}
builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32A32, 0);
dawn::VertexAttributeDescriptor attribute;
attribute.offset = 0;
attribute.shaderLocation = i;
attribute.inputSlot = i;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
builder.SetAttribute(&attribute);
builder.SetInput(i, 0, dawn::InputStepMode::Vertex);
}
auto inputState = builder.GetResult();