| // Copyright 2018 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| namespace dawn::utils { | |
| ComboVertexState::ComboVertexState() { | |
| vertexBufferCount = 0; | |
| // Fill the default values for vertexBuffers and vertexAttributes in buffers. | |
| wgpu::VertexAttribute vertexAttribute; | |
| vertexAttribute.shaderLocation = 0; | |
| vertexAttribute.offset = 0; | |
| vertexAttribute.format = wgpu::VertexFormat::Float32; | |
| for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) { | |
| cAttributes[i] = vertexAttribute; | |
| } | |
| for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) { | |
| cVertexBuffers[i].arrayStride = 0; | |
| cVertexBuffers[i].stepMode = wgpu::VertexStepMode::Vertex; | |
| cVertexBuffers[i].attributeCount = 0; | |
| cVertexBuffers[i].attributes = nullptr; | |
| } | |
| // cVertexBuffers[i].attributes points to somewhere in cAttributes. | |
| // cVertexBuffers[0].attributes points to &cAttributes[0] by default. Assuming | |
| // cVertexBuffers[0] has two attributes, then cVertexBuffers[1].attributes should point to | |
| // &cAttributes[2]. Likewise, if cVertexBuffers[1] has 3 attributes, then | |
| // cVertexBuffers[2].attributes should point to &cAttributes[5]. | |
| cVertexBuffers[0].attributes = &cAttributes[0]; | |
| } | |
| ComboRenderPipelineDescriptor::ComboRenderPipelineDescriptor() { | |
| wgpu::RenderPipelineDescriptor* descriptor = this; | |
| // Set defaults for the vertex state. | |
| { | |
| wgpu::VertexState* vertex = &descriptor->vertex; | |
| vertex->module = nullptr; | |
| vertex->bufferCount = 0; | |
| // Fill the default values for vertexBuffers and vertexAttributes in buffers. | |
| for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) { | |
| cAttributes[i].shaderLocation = 0; | |
| cAttributes[i].offset = 0; | |
| cAttributes[i].format = wgpu::VertexFormat::Float32; | |
| } | |
| for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) { | |
| cBuffers[i].arrayStride = 0; | |
| cBuffers[i].stepMode = wgpu::VertexStepMode::Vertex; | |
| cBuffers[i].attributeCount = 0; | |
| cBuffers[i].attributes = nullptr; | |
| } | |
| // cBuffers[i].attributes points to somewhere in cAttributes. | |
| // cBuffers[0].attributes points to &cAttributes[0] by default. Assuming | |
| // cBuffers[0] has two attributes, then cBuffers[1].attributes should point to | |
| // &cAttributes[2]. Likewise, if cBuffers[1] has 3 attributes, then | |
| // cBuffers[2].attributes should point to &cAttributes[5]. | |
| cBuffers[0].attributes = &cAttributes[0]; | |
| vertex->buffers = &cBuffers[0]; | |
| } | |
| // Set the defaults for the primitive state | |
| { | |
| wgpu::PrimitiveState* primitive = &descriptor->primitive; | |
| primitive->topology = wgpu::PrimitiveTopology::TriangleList; | |
| primitive->stripIndexFormat = wgpu::IndexFormat::Undefined; | |
| primitive->frontFace = wgpu::FrontFace::CCW; | |
| primitive->cullMode = wgpu::CullMode::None; | |
| } | |
| // Set the defaults for the depth-stencil state | |
| { | |
| wgpu::StencilFaceState stencilFace; | |
| stencilFace.compare = wgpu::CompareFunction::Always; | |
| stencilFace.failOp = wgpu::StencilOperation::Keep; | |
| stencilFace.depthFailOp = wgpu::StencilOperation::Keep; | |
| stencilFace.passOp = wgpu::StencilOperation::Keep; | |
| cDepthStencil.format = wgpu::TextureFormat::Depth24PlusStencil8; | |
| cDepthStencil.depthWriteEnabled = wgpu::OptionalBool::False; | |
| cDepthStencil.depthCompare = wgpu::CompareFunction::Always; | |
| cDepthStencil.stencilBack = stencilFace; | |
| cDepthStencil.stencilFront = stencilFace; | |
| cDepthStencil.stencilReadMask = 0xff; | |
| cDepthStencil.stencilWriteMask = 0xff; | |
| cDepthStencil.depthBias = 0; | |
| cDepthStencil.depthBiasSlopeScale = 0.0; | |
| cDepthStencil.depthBiasClamp = 0.0; | |
| } | |
| // Set the defaults for the multisample state | |
| { | |
| wgpu::MultisampleState* multisample = &descriptor->multisample; | |
| multisample->count = 1; | |
| multisample->mask = 0xFFFFFFFF; | |
| multisample->alphaToCoverageEnabled = false; | |
| } | |
| // Set the defaults for the fragment state | |
| { | |
| cFragment.module = nullptr; | |
| cFragment.targetCount = 1; | |
| cFragment.targets = &cTargets[0]; | |
| descriptor->fragment = &cFragment; | |
| wgpu::BlendComponent blendComponent; | |
| blendComponent.srcFactor = wgpu::BlendFactor::One; | |
| blendComponent.dstFactor = wgpu::BlendFactor::Zero; | |
| blendComponent.operation = wgpu::BlendOperation::Add; | |
| for (uint32_t i = 0; i < kMaxColorAttachments; ++i) { | |
| cTargets[i].format = wgpu::TextureFormat::RGBA8Unorm; | |
| cTargets[i].blend = nullptr; | |
| cTargets[i].writeMask = wgpu::ColorWriteMask::All; | |
| cBlends[i].color = blendComponent; | |
| cBlends[i].alpha = blendComponent; | |
| } | |
| } | |
| } | |
| wgpu::DepthStencilState* ComboRenderPipelineDescriptor::EnableDepthStencil( | |
| wgpu::TextureFormat format) { | |
| this->depthStencil = &cDepthStencil; | |
| cDepthStencil.format = format; | |
| return &cDepthStencil; | |
| } | |
| void ComboRenderPipelineDescriptor::DisableDepthStencil() { | |
| this->depthStencil = nullptr; | |
| } | |
| } // namespace dawn::utils |