mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-09 13:38:00 +00:00
Use a descriptor for PipelineLayout (#206)
Adds support for structures inside descriptors.
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@@ -228,9 +228,7 @@ void initSim() {
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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updatePipeline = device.CreateComputePipelineBuilder()
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.SetLayout(pl)
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@@ -67,9 +67,7 @@ void init() {
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 0, 1)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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computePipeline = device.CreateComputePipelineBuilder()
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.SetLayout(pl)
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@@ -108,9 +106,7 @@ void init() {
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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@@ -165,9 +165,7 @@ void init() {
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.SetBindingsType(nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer, 0, 2)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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cameraBuffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
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@@ -115,9 +115,7 @@ void init() {
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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@@ -58,9 +58,7 @@ void init() {
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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@@ -127,9 +127,7 @@ void initPipelinePost() {
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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pipelinePost = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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@@ -286,9 +286,7 @@ namespace {
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.SetDepthWriteEnabled(true)
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.GetResult();
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auto pipelineLayout = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bindGroupLayout)
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.GetResult();
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auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
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auto pipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
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