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Bug: dawn:502 Change-Id: Ib49a1e6cceb0632792a499314f5e0e4b3434deb7 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/28780 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org>
118 lines
4.9 KiB
C++
118 lines
4.9 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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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::Float;
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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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} // namespace utils
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