Move src/backend to src/dawn_native
diff --git a/src/dawn_native/d3d12/InputStateD3D12.cpp b/src/dawn_native/d3d12/InputStateD3D12.cpp
new file mode 100644
index 0000000..a8c8626
--- /dev/null
+++ b/src/dawn_native/d3d12/InputStateD3D12.cpp
@@ -0,0 +1,104 @@
+// Copyright 2017 The Dawn 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.
+
+#include "dawn_native/d3d12/InputStateD3D12.h"
+
+#include "common/BitSetIterator.h"
+
+namespace backend { namespace d3d12 {
+
+ static DXGI_FORMAT VertexFormatType(dawn::VertexFormat format) {
+ switch (format) {
+ case dawn::VertexFormat::FloatR32G32B32A32:
+ return DXGI_FORMAT_R32G32B32A32_FLOAT;
+ case dawn::VertexFormat::FloatR32G32B32:
+ return DXGI_FORMAT_R32G32B32_FLOAT;
+ case dawn::VertexFormat::FloatR32G32:
+ return DXGI_FORMAT_R32G32_FLOAT;
+ case dawn::VertexFormat::FloatR32:
+ return DXGI_FORMAT_R32_FLOAT;
+ case dawn::VertexFormat::IntR32G32B32A32:
+ return DXGI_FORMAT_R32G32B32A32_SINT;
+ case dawn::VertexFormat::IntR32G32B32:
+ return DXGI_FORMAT_R32G32B32_SINT;
+ case dawn::VertexFormat::IntR32G32:
+ return DXGI_FORMAT_R32G32_SINT;
+ case dawn::VertexFormat::IntR32:
+ return DXGI_FORMAT_R32_SINT;
+ case dawn::VertexFormat::UshortR16G16B16A16:
+ return DXGI_FORMAT_R16G16B16A16_UINT;
+ case dawn::VertexFormat::UshortR16G16:
+ return DXGI_FORMAT_R16G16_UINT;
+ case dawn::VertexFormat::UnormR8G8B8A8:
+ return DXGI_FORMAT_R8G8B8A8_UNORM;
+ case dawn::VertexFormat::UnormR8G8:
+ return DXGI_FORMAT_R8G8_UNORM;
+ default:
+ UNREACHABLE();
+ }
+ }
+
+ static D3D12_INPUT_CLASSIFICATION InputStepModeFunction(dawn::InputStepMode mode) {
+ switch (mode) {
+ case dawn::InputStepMode::Vertex:
+ return D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
+ case dawn::InputStepMode::Instance:
+ return D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA;
+ default:
+ UNREACHABLE();
+ }
+ }
+
+ InputState::InputState(Device* device, InputStateBuilder* builder)
+ : InputStateBase(builder), mDevice(device) {
+ const auto& attributesSetMask = GetAttributesSetMask();
+
+ unsigned int count = 0;
+ for (auto i : IterateBitSet(attributesSetMask)) {
+ if (!attributesSetMask[i]) {
+ continue;
+ }
+
+ D3D12_INPUT_ELEMENT_DESC& inputElementDescriptor = mInputElementDescriptors[count++];
+
+ const AttributeInfo& attribute = GetAttribute(i);
+
+ // If the HLSL semantic is TEXCOORDN the SemanticName should be "TEXCOORD" and the
+ // SemanticIndex N
+ inputElementDescriptor.SemanticName = "TEXCOORD";
+ inputElementDescriptor.SemanticIndex = static_cast<uint32_t>(i);
+ inputElementDescriptor.Format = VertexFormatType(attribute.format);
+ inputElementDescriptor.InputSlot = attribute.bindingSlot;
+
+ const InputInfo& input = GetInput(attribute.bindingSlot);
+
+ inputElementDescriptor.AlignedByteOffset = attribute.offset;
+ inputElementDescriptor.InputSlotClass = InputStepModeFunction(input.stepMode);
+ if (inputElementDescriptor.InputSlotClass ==
+ D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA) {
+ inputElementDescriptor.InstanceDataStepRate = 0;
+ } else {
+ inputElementDescriptor.InstanceDataStepRate = 1;
+ }
+ }
+
+ mInputLayoutDescriptor.pInputElementDescs = mInputElementDescriptors;
+ mInputLayoutDescriptor.NumElements = count;
+ }
+
+ const D3D12_INPUT_LAYOUT_DESC& InputState::GetD3D12InputLayoutDescriptor() const {
+ return mInputLayoutDescriptor;
+ }
+
+}} // namespace backend::d3d12