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Remove RenderPassDescriptorBuilder
This patch removes RenderPassDescriptorBuilder completely from Dawn. With this patch, RenderPassDescriptor is a structure instead of a Dawn object, and all the checks in RenderPassDescriptorBuilder are moved into CommandEncoder.cpp. This patch also updates the helper functions and structures related to RenderPassDescriptor because RenderPassDescriptor is no longer an object but a structure with members in pointers. BUG=dawn:6 Change-Id: Ic6d015582031891f35ffef912f0e460a9c010f81 Reviewed-on: https://dawn-review.googlesource.com/c/4902 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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@@ -600,14 +600,14 @@ namespace {
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}
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void frame() {
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dawn::Texture backbuffer;
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dawn::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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dawn::Texture backbuffer = swapchain.GetNextTexture();
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const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene);
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass);
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utils::ComboRenderPassDescriptor renderPass({backbuffer.CreateDefaultTextureView()},
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depthStencilView);
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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for (const auto& n : defaultSceneNodes) {
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const auto& node = scene.nodes.at(n);
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drawNode(pass, node);
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