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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.
87 lines
2.8 KiB
C++
87 lines
2.8 KiB
C++
// Copyright 2017 The NXT 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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#ifndef BACKEND_INPUTSTATE_H_
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#define BACKEND_INPUTSTATE_H_
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#include "backend/Builder.h"
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#include "backend/Forward.h"
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#include "backend/RefCounted.h"
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#include "common/Constants.h"
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#include "nxt/nxtcpp.h"
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#include <array>
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#include <bitset>
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namespace backend {
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size_t IndexFormatSize(nxt::IndexFormat format);
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uint32_t VertexFormatNumComponents(nxt::VertexFormat format);
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size_t VertexFormatComponentSize(nxt::VertexFormat format);
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size_t VertexFormatSize(nxt::VertexFormat format);
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class InputStateBase : public RefCounted {
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public:
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InputStateBase(InputStateBuilder* builder);
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struct AttributeInfo {
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uint32_t bindingSlot;
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nxt::VertexFormat format;
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uint32_t offset;
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};
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struct InputInfo {
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uint32_t stride;
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nxt::InputStepMode stepMode;
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};
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const std::bitset<kMaxVertexAttributes>& GetAttributesSetMask() const;
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const AttributeInfo& GetAttribute(uint32_t location) const;
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const std::bitset<kMaxVertexInputs>& GetInputsSetMask() const;
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const InputInfo& GetInput(uint32_t slot) const;
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private:
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std::bitset<kMaxVertexAttributes> mAttributesSetMask;
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std::array<AttributeInfo, kMaxVertexAttributes> mAttributeInfos;
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std::bitset<kMaxVertexInputs> mInputsSetMask;
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std::array<InputInfo, kMaxVertexInputs> mInputInfos;
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};
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class InputStateBuilder : public Builder<InputStateBase> {
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public:
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InputStateBuilder(DeviceBase* device);
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// NXT API
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void SetAttribute(uint32_t shaderLocation,
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uint32_t bindingSlot,
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nxt::VertexFormat format,
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uint32_t offset);
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void SetInput(uint32_t bindingSlot, uint32_t stride, nxt::InputStepMode stepMode);
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private:
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friend class InputStateBase;
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InputStateBase* GetResultImpl() override;
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std::bitset<kMaxVertexAttributes> mAttributesSetMask;
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std::array<InputStateBase::AttributeInfo, kMaxVertexAttributes> mAttributeInfos;
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std::bitset<kMaxVertexInputs> mInputsSetMask;
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std::array<InputStateBase::InputInfo, kMaxVertexInputs> mInputInfos;
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};
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} // namespace backend
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#endif // BACKEND_INPUTSTATE_H_
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