dawn-cmake/src/backend/InputState.h
Stephen White 8d742d1375 Implement unorm_rgba8 and unorm_rg8 vertex formats.
Backend support implemented in GL, Metal and D3D12.
Support for unorm values in the GL backend requires a
utility function to indicate if the format's components
are normalized.

Note that unorm_r8 is only supported on more recent MacOS SDKs (10.13),
so it's omitted for now.
2018-04-09 11:25:31 -04:00

87 lines
2.8 KiB
C++

// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef BACKEND_INPUTSTATE_H_
#define BACKEND_INPUTSTATE_H_
#include "backend/Builder.h"
#include "backend/Forward.h"
#include "backend/RefCounted.h"
#include "common/Constants.h"
#include "nxt/nxtcpp.h"
#include <array>
#include <bitset>
namespace backend {
size_t IndexFormatSize(nxt::IndexFormat format);
uint32_t VertexFormatNumComponents(nxt::VertexFormat format);
size_t VertexFormatComponentSize(nxt::VertexFormat format);
size_t VertexFormatSize(nxt::VertexFormat format);
class InputStateBase : public RefCounted {
public:
InputStateBase(InputStateBuilder* builder);
struct AttributeInfo {
uint32_t bindingSlot;
nxt::VertexFormat format;
uint32_t offset;
};
struct InputInfo {
uint32_t stride;
nxt::InputStepMode stepMode;
};
const std::bitset<kMaxVertexAttributes>& GetAttributesSetMask() const;
const AttributeInfo& GetAttribute(uint32_t location) const;
const std::bitset<kMaxVertexInputs>& GetInputsSetMask() const;
const InputInfo& GetInput(uint32_t slot) const;
private:
std::bitset<kMaxVertexAttributes> mAttributesSetMask;
std::array<AttributeInfo, kMaxVertexAttributes> mAttributeInfos;
std::bitset<kMaxVertexInputs> mInputsSetMask;
std::array<InputInfo, kMaxVertexInputs> mInputInfos;
};
class InputStateBuilder : public Builder<InputStateBase> {
public:
InputStateBuilder(DeviceBase* device);
// NXT API
void SetAttribute(uint32_t shaderLocation,
uint32_t bindingSlot,
nxt::VertexFormat format,
uint32_t offset);
void SetInput(uint32_t bindingSlot, uint32_t stride, nxt::InputStepMode stepMode);
private:
friend class InputStateBase;
InputStateBase* GetResultImpl() override;
std::bitset<kMaxVertexAttributes> mAttributesSetMask;
std::array<InputStateBase::AttributeInfo, kMaxVertexAttributes> mAttributeInfos;
std::bitset<kMaxVertexInputs> mInputsSetMask;
std::array<InputStateBase::InputInfo, kMaxVertexInputs> mInputInfos;
};
} // namespace backend
#endif // BACKEND_INPUTSTATE_H_