Rename GetBindGroupsLayoutMask -> GetBindGroupLayoutsMask
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311e2a44b9
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@ -494,7 +494,7 @@ namespace backend {
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mAspects.reset(VALIDATION_ASPECT_BIND_GROUPS);
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mAspects.reset(VALIDATION_ASPECT_VERTEX_BUFFERS);
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// Reset bindgroups but mark unused bindgroups as valid
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mBindgroupsSet = ~layout->GetBindGroupsLayoutMask();
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mBindgroupsSet = ~layout->GetBindGroupLayoutsMask();
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// Only bindgroups that were not the same layout in the last pipeline need to be set again.
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if (mLastPipeline) {
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@ -49,7 +49,7 @@ namespace backend {
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return mBindGroupLayouts[group].Get();
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}
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const std::bitset<kMaxBindGroups> PipelineLayoutBase::GetBindGroupsLayoutMask() const {
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const std::bitset<kMaxBindGroups> PipelineLayoutBase::GetBindGroupLayoutsMask() const {
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return mMask;
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}
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@ -37,8 +37,7 @@ namespace backend {
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PipelineLayoutBase(DeviceBase* device, const nxt::PipelineLayoutDescriptor* descriptor);
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const BindGroupLayoutBase* GetBindGroupLayout(size_t group) const;
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// XXX: rename to GetBindGroupLayoutsMask?
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const std::bitset<kMaxBindGroups> GetBindGroupsLayoutMask() const;
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const std::bitset<kMaxBindGroups> GetBindGroupLayoutsMask() const;
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// Utility functions to compute inherited bind groups.
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// Returns the inherited bind groups as a mask.
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@ -43,7 +43,7 @@ namespace backend { namespace d3d12 {
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uint32_t parameterIndex = 0;
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uint32_t rangeIndex = 0;
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for (uint32_t group : IterateBitSet(GetBindGroupsLayoutMask())) {
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for (uint32_t group : IterateBitSet(GetBindGroupLayoutsMask())) {
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const BindGroupLayout* bindGroupLayout = ToBackend(GetBindGroupLayout(group));
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// Set the root descriptor table parameter and copy ranges. Ranges are offset by the
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@ -29,7 +29,7 @@ namespace backend { namespace metal {
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uint32_t samplerIndex = 0;
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uint32_t textureIndex = 0;
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for (uint32_t group : IterateBitSet(GetBindGroupsLayoutMask())) {
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for (uint32_t group : IterateBitSet(GetBindGroupLayoutsMask())) {
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const auto& groupInfo = GetBindGroupLayout(group)->GetBindingInfo();
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for (size_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
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if (!(groupInfo.visibilities[binding] & StageBit(stage))) {
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@ -71,7 +71,7 @@ namespace backend { namespace metal {
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}
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// Create one resource binding entry per stage per binding.
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for (uint32_t group : IterateBitSet(layout->GetBindGroupsLayoutMask())) {
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for (uint32_t group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
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const auto& bgInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();
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for (uint32_t binding : IterateBitSet(bgInfo.mask)) {
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for (auto stage : IterateStages(bgInfo.visibilities[binding])) {
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@ -126,7 +126,7 @@ namespace backend { namespace opengl {
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const auto& layout = ToBackend(parent->GetLayout());
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const auto& indices = layout->GetBindingIndexInfo();
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for (uint32_t group : IterateBitSet(layout->GetBindGroupsLayoutMask())) {
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for (uint32_t group : IterateBitSet(layout->GetBindGroupLayoutsMask())) {
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const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();
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for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
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@ -27,7 +27,7 @@ namespace backend { namespace opengl {
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GLuint sampledTextureIndex = 0;
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GLuint ssboIndex = 0;
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for (uint32_t group : IterateBitSet(GetBindGroupsLayoutMask())) {
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for (uint32_t group : IterateBitSet(GetBindGroupLayoutsMask())) {
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const auto& groupInfo = GetBindGroupLayout(group)->GetBindingInfo();
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for (size_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
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@ -29,7 +29,7 @@ namespace backend { namespace vulkan {
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// this constraints at the NXT 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(GetBindGroupsLayoutMask())) {
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for (uint32_t setIndex : IterateBitSet(GetBindGroupLayoutsMask())) {
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setLayouts[numSetLayouts] = ToBackend(GetBindGroupLayout(setIndex))->GetHandle();
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numSetLayouts++;
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}
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