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Bug: dawn:642 Change-Id: I437967f590e03b7d85d7eda28400db9e3e5d0745 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/44820 Auto-Submit: Brandon Jones <bajones@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Brandon Jones <bajones@chromium.org>
219 lines
9.1 KiB
C++
219 lines
9.1 KiB
C++
// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/WGPUHelpers.h"
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namespace utils {
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// For creating deprecated render pipeline descriptors
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ComboVertexStateDescriptor::ComboVertexStateDescriptor() {
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wgpu::VertexStateDescriptor* descriptor = this;
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descriptor->indexFormat = wgpu::IndexFormat::Undefined;
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descriptor->vertexBufferCount = 0;
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// Fill the default values for vertexBuffers and vertexAttributes in buffers.
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wgpu::VertexAttributeDescriptor vertexAttribute;
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vertexAttribute.shaderLocation = 0;
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vertexAttribute.offset = 0;
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vertexAttribute.format = wgpu::VertexFormat::Float32;
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for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
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cAttributes[i] = vertexAttribute;
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}
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for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
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cVertexBuffers[i].arrayStride = 0;
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cVertexBuffers[i].stepMode = wgpu::InputStepMode::Vertex;
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cVertexBuffers[i].attributeCount = 0;
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cVertexBuffers[i].attributes = nullptr;
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}
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// cVertexBuffers[i].attributes points to somewhere in cAttributes.
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// cVertexBuffers[0].attributes points to &cAttributes[0] by default. Assuming
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// cVertexBuffers[0] has two attributes, then cVertexBuffers[1].attributes should point to
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// &cAttributes[2]. Likewise, if cVertexBuffers[1] has 3 attributes, then
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// cVertexBuffers[2].attributes should point to &cAttributes[5].
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cVertexBuffers[0].attributes = &cAttributes[0];
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descriptor->vertexBuffers = &cVertexBuffers[0];
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}
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ComboRenderPipelineDescriptor::ComboRenderPipelineDescriptor(const wgpu::Device& device) {
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wgpu::RenderPipelineDescriptor* descriptor = this;
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descriptor->primitiveTopology = wgpu::PrimitiveTopology::TriangleList;
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descriptor->sampleCount = 1;
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// Set defaults for the vertex stage descriptor.
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{ vertexStage.entryPoint = "main"; }
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// Set defaults for the fragment stage desriptor.
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{
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descriptor->fragmentStage = &cFragmentStage;
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cFragmentStage.entryPoint = "main";
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}
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// Set defaults for the input state descriptors.
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descriptor->vertexState = &cVertexState;
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// Set defaults for the rasterization state descriptor.
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{
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cRasterizationState.frontFace = wgpu::FrontFace::CCW;
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cRasterizationState.cullMode = wgpu::CullMode::None;
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cRasterizationState.depthBias = 0;
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cRasterizationState.depthBiasSlopeScale = 0.0;
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cRasterizationState.depthBiasClamp = 0.0;
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descriptor->rasterizationState = &cRasterizationState;
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}
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// Set defaults for the color state descriptors.
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{
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descriptor->colorStateCount = 1;
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descriptor->colorStates = cColorStates.data();
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wgpu::BlendDescriptor blend;
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blend.operation = wgpu::BlendOperation::Add;
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blend.srcFactor = wgpu::BlendFactor::One;
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blend.dstFactor = wgpu::BlendFactor::Zero;
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wgpu::ColorStateDescriptor colorStateDescriptor;
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colorStateDescriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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colorStateDescriptor.alphaBlend = blend;
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colorStateDescriptor.colorBlend = blend;
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colorStateDescriptor.writeMask = wgpu::ColorWriteMask::All;
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for (uint32_t i = 0; i < kMaxColorAttachments; ++i) {
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cColorStates[i] = colorStateDescriptor;
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}
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}
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// Set defaults for the depth stencil state descriptors.
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{
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wgpu::StencilStateFaceDescriptor stencilFace;
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stencilFace.compare = wgpu::CompareFunction::Always;
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stencilFace.failOp = wgpu::StencilOperation::Keep;
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stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
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stencilFace.passOp = wgpu::StencilOperation::Keep;
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cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
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cDepthStencilState.depthWriteEnabled = false;
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cDepthStencilState.depthCompare = wgpu::CompareFunction::Always;
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cDepthStencilState.stencilBack = stencilFace;
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cDepthStencilState.stencilFront = stencilFace;
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cDepthStencilState.stencilReadMask = 0xff;
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cDepthStencilState.stencilWriteMask = 0xff;
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descriptor->depthStencilState = nullptr;
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}
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}
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ComboRenderPipelineDescriptor2::ComboRenderPipelineDescriptor2() {
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wgpu::RenderPipelineDescriptor2* descriptor = this;
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// Set defaults for the vertex state.
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{
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wgpu::VertexState* vertex = &descriptor->vertex;
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vertex->module = nullptr;
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vertex->entryPoint = "main";
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vertex->bufferCount = 0;
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// Fill the default values for vertexBuffers and vertexAttributes in buffers.
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for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
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cAttributes[i].shaderLocation = 0;
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cAttributes[i].offset = 0;
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cAttributes[i].format = wgpu::VertexFormat::Float32;
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}
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for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) {
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cBuffers[i].arrayStride = 0;
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cBuffers[i].stepMode = wgpu::InputStepMode::Vertex;
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cBuffers[i].attributeCount = 0;
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cBuffers[i].attributes = nullptr;
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}
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// cBuffers[i].attributes points to somewhere in cAttributes.
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// cBuffers[0].attributes points to &cAttributes[0] by default. Assuming
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// cBuffers[0] has two attributes, then cBuffers[1].attributes should point to
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// &cAttributes[2]. Likewise, if cBuffers[1] has 3 attributes, then
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// cBuffers[2].attributes should point to &cAttributes[5].
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cBuffers[0].attributes = &cAttributes[0];
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vertex->buffers = &cBuffers[0];
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}
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// Set the defaults for the primitive state
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{
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wgpu::PrimitiveState* primitive = &descriptor->primitive;
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primitive->topology = wgpu::PrimitiveTopology::TriangleList;
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primitive->stripIndexFormat = wgpu::IndexFormat::Undefined;
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primitive->frontFace = wgpu::FrontFace::CCW;
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primitive->cullMode = wgpu::CullMode::None;
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}
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// Set the defaults for the depth-stencil state
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{
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wgpu::StencilFaceState stencilFace;
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stencilFace.compare = wgpu::CompareFunction::Always;
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stencilFace.failOp = wgpu::StencilOperation::Keep;
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stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
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stencilFace.passOp = wgpu::StencilOperation::Keep;
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cDepthStencil.format = wgpu::TextureFormat::Depth24PlusStencil8;
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cDepthStencil.depthWriteEnabled = false;
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cDepthStencil.depthCompare = wgpu::CompareFunction::Always;
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cDepthStencil.stencilBack = stencilFace;
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cDepthStencil.stencilFront = stencilFace;
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cDepthStencil.stencilReadMask = 0xff;
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cDepthStencil.stencilWriteMask = 0xff;
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cDepthStencil.depthBias = 0;
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cDepthStencil.depthBiasSlopeScale = 0.0;
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cDepthStencil.depthBiasClamp = 0.0;
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}
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// Set the defaults for the multisample state
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{
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wgpu::MultisampleState* multisample = &descriptor->multisample;
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multisample->count = 1;
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multisample->mask = 0xFFFFFFFF;
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multisample->alphaToCoverageEnabled = false;
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}
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// Set the defaults for the fragment state
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{
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cFragment.module = nullptr;
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cFragment.entryPoint = "main";
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cFragment.targetCount = 1;
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cFragment.targets = &cTargets[0];
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descriptor->fragment = &cFragment;
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wgpu::BlendComponent blendComponent;
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blendComponent.srcFactor = wgpu::BlendFactor::One;
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blendComponent.dstFactor = wgpu::BlendFactor::Zero;
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blendComponent.operation = wgpu::BlendOperation::Add;
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for (uint32_t i = 0; i < kMaxColorAttachments; ++i) {
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cTargets[i].format = wgpu::TextureFormat::RGBA8Unorm;
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cTargets[i].blend = nullptr;
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cTargets[i].writeMask = wgpu::ColorWriteMask::All;
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cBlends[i].color = blendComponent;
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cBlends[i].alpha = blendComponent;
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}
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}
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}
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wgpu::DepthStencilState* ComboRenderPipelineDescriptor2::EnableDepthStencil(
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wgpu::TextureFormat format) {
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this->depthStencil = &cDepthStencil;
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cDepthStencil.format = format;
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return &cDepthStencil;
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}
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} // namespace utils
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