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The parameters about vertex attribute were encapsulated in VertexAttributeDescriptor in web idl. This change construct this descriptor accordingly. BUG=dawn:107 Change-Id: Ia1c6e53af951d8f2a0c0b69bdca09291c2661e50 Reviewed-on: https://dawn-review.googlesource.com/c/4620 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Yunchao He <yunchao.he@intel.com>
104 lines
4.1 KiB
C++
104 lines
4.1 KiB
C++
// Copyright 2017 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 "dawn_native/d3d12/InputStateD3D12.h"
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#include "common/BitSetIterator.h"
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namespace dawn_native { namespace d3d12 {
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static DXGI_FORMAT VertexFormatType(dawn::VertexFormat format) {
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switch (format) {
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case dawn::VertexFormat::FloatR32G32B32A32:
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return DXGI_FORMAT_R32G32B32A32_FLOAT;
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case dawn::VertexFormat::FloatR32G32B32:
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return DXGI_FORMAT_R32G32B32_FLOAT;
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case dawn::VertexFormat::FloatR32G32:
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return DXGI_FORMAT_R32G32_FLOAT;
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case dawn::VertexFormat::FloatR32:
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return DXGI_FORMAT_R32_FLOAT;
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case dawn::VertexFormat::IntR32G32B32A32:
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return DXGI_FORMAT_R32G32B32A32_SINT;
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case dawn::VertexFormat::IntR32G32B32:
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return DXGI_FORMAT_R32G32B32_SINT;
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case dawn::VertexFormat::IntR32G32:
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return DXGI_FORMAT_R32G32_SINT;
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case dawn::VertexFormat::IntR32:
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return DXGI_FORMAT_R32_SINT;
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case dawn::VertexFormat::UshortR16G16B16A16:
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return DXGI_FORMAT_R16G16B16A16_UINT;
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case dawn::VertexFormat::UshortR16G16:
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return DXGI_FORMAT_R16G16_UINT;
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case dawn::VertexFormat::UnormR8G8B8A8:
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case dawn::VertexFormat::UnormR8G8:
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return DXGI_FORMAT_R8G8_UNORM;
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default:
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UNREACHABLE();
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}
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}
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static D3D12_INPUT_CLASSIFICATION InputStepModeFunction(dawn::InputStepMode mode) {
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switch (mode) {
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case dawn::InputStepMode::Vertex:
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return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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case dawn::InputStepMode::Instance:
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return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
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default:
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UNREACHABLE();
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}
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}
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InputState::InputState(InputStateBuilder* builder) : InputStateBase(builder) {
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const auto& attributesSetMask = GetAttributesSetMask();
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unsigned int count = 0;
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for (auto i : IterateBitSet(attributesSetMask)) {
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if (!attributesSetMask[i]) {
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continue;
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}
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D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = mInputElementDescriptors[count++];
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const AttributeInfo& attribute = GetAttribute(i);
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// If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
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// SemanticIndex N
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inputElementDescriptor.SemanticName = "TEXCOORD";
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inputElementDescriptor.SemanticIndex = static_cast<uint32_t>(i);
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inputElementDescriptor.Format = VertexFormatType(attribute.format);
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inputElementDescriptor.InputSlot = attribute.inputSlot;
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const InputInfo& input = GetInput(attribute.inputSlot);
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inputElementDescriptor.AlignedByteOffset = attribute.offset;
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inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
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if (inputElementDescriptor.InputSlotClass ==
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D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
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inputElementDescriptor.InstanceDataStepRate = 0;
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} else {
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inputElementDescriptor.InstanceDataStepRate = 1;
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}
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}
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mInputLayoutDescriptor.pInputElementDescs = mInputElementDescriptors;
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mInputLayoutDescriptor.NumElements = count;
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}
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const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const {
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return mInputLayoutDescriptor;
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}
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}} // namespace dawn_native::d3d12
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