| // Copyright 2018 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 "utils/ComboRenderPipelineDescriptor.h" |
| |
| #include "utils/WGPUHelpers.h" |
| |
| namespace utils { |
| |
| // For creating deprecated render pipeline descriptors |
| |
| ComboVertexStateDescriptor::ComboVertexStateDescriptor() { |
| wgpu::VertexStateDescriptor* descriptor = this; |
| |
| descriptor->indexFormat = wgpu::IndexFormat::Undefined; |
| descriptor->vertexBufferCount = 0; |
| |
| // Fill the default values for vertexBuffers and vertexAttributes in buffers. |
| wgpu::VertexAttributeDescriptor 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::InputStepMode::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]; |
| descriptor->vertexBuffers = &cVertexBuffers[0]; |
| } |
| |
| ComboRenderPipelineDescriptor::ComboRenderPipelineDescriptor(const wgpu::Device& device) { |
| wgpu::RenderPipelineDescriptor* descriptor = this; |
| |
| descriptor->primitiveTopology = wgpu::PrimitiveTopology::TriangleList; |
| descriptor->sampleCount = 1; |
| |
| // Set defaults for the vertex stage descriptor. |
| { vertexStage.entryPoint = "main"; } |
| |
| // Set defaults for the fragment stage desriptor. |
| { |
| descriptor->fragmentStage = &cFragmentStage; |
| cFragmentStage.entryPoint = "main"; |
| } |
| |
| // Set defaults for the input state descriptors. |
| descriptor->vertexState = &cVertexState; |
| |
| // Set defaults for the rasterization state descriptor. |
| { |
| cRasterizationState.frontFace = wgpu::FrontFace::CCW; |
| cRasterizationState.cullMode = wgpu::CullMode::None; |
| |
| cRasterizationState.depthBias = 0; |
| cRasterizationState.depthBiasSlopeScale = 0.0; |
| cRasterizationState.depthBiasClamp = 0.0; |
| descriptor->rasterizationState = &cRasterizationState; |
| } |
| |
| // Set defaults for the color state descriptors. |
| { |
| descriptor->colorStateCount = 1; |
| descriptor->colorStates = cColorStates.data(); |
| |
| wgpu::BlendDescriptor blend; |
| blend.operation = wgpu::BlendOperation::Add; |
| blend.srcFactor = wgpu::BlendFactor::One; |
| blend.dstFactor = wgpu::BlendFactor::Zero; |
| wgpu::ColorStateDescriptor colorStateDescriptor; |
| colorStateDescriptor.format = wgpu::TextureFormat::RGBA8Unorm; |
| colorStateDescriptor.alphaBlend = blend; |
| colorStateDescriptor.colorBlend = blend; |
| colorStateDescriptor.writeMask = wgpu::ColorWriteMask::All; |
| for (uint32_t i = 0; i < kMaxColorAttachments; ++i) { |
| cColorStates[i] = colorStateDescriptor; |
| } |
| } |
| |
| // Set defaults for the depth stencil state descriptors. |
| { |
| wgpu::StencilStateFaceDescriptor stencilFace; |
| stencilFace.compare = wgpu::CompareFunction::Always; |
| stencilFace.failOp = wgpu::StencilOperation::Keep; |
| stencilFace.depthFailOp = wgpu::StencilOperation::Keep; |
| stencilFace.passOp = wgpu::StencilOperation::Keep; |
| |
| cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8; |
| cDepthStencilState.depthWriteEnabled = false; |
| cDepthStencilState.depthCompare = wgpu::CompareFunction::Always; |
| cDepthStencilState.stencilBack = stencilFace; |
| cDepthStencilState.stencilFront = stencilFace; |
| cDepthStencilState.stencilReadMask = 0xff; |
| cDepthStencilState.stencilWriteMask = 0xff; |
| descriptor->depthStencilState = nullptr; |
| } |
| } |
| |
| ComboRenderPipelineDescriptor2::ComboRenderPipelineDescriptor2() { |
| wgpu::RenderPipelineDescriptor2* descriptor = this; |
| |
| // Set defaults for the vertex state. |
| { |
| wgpu::VertexState* vertex = &descriptor->vertex; |
| vertex->module = nullptr; |
| vertex->entryPoint = "main"; |
| 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::InputStepMode::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 = 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.entryPoint = "main"; |
| 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* ComboRenderPipelineDescriptor2::EnableDepthStencil( |
| wgpu::TextureFormat format) { |
| this->depthStencil = &cDepthStencil; |
| cDepthStencil.format = format; |
| return &cDepthStencil; |
| } |
| |
| } // namespace utils |