1 // Copyright 2018 The Dawn Authors 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #include "utils/ComboRenderPipelineDescriptor.h" 16 17 #include "utils/WGPUHelpers.h" 18 19 namespace utils { 20 ComboVertexStateDescriptor()21 ComboVertexStateDescriptor::ComboVertexStateDescriptor() { 22 wgpu::VertexStateDescriptor* descriptor = this; 23 24 descriptor->indexFormat = wgpu::IndexFormat::Undefined; 25 descriptor->vertexBufferCount = 0; 26 27 // Fill the default values for vertexBuffers and vertexAttributes in buffers. 28 wgpu::VertexAttributeDescriptor vertexAttribute; 29 vertexAttribute.shaderLocation = 0; 30 vertexAttribute.offset = 0; 31 vertexAttribute.format = wgpu::VertexFormat::Float; 32 for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) { 33 cAttributes[i] = vertexAttribute; 34 } 35 for (uint32_t i = 0; i < kMaxVertexBuffers; ++i) { 36 cVertexBuffers[i].arrayStride = 0; 37 cVertexBuffers[i].stepMode = wgpu::InputStepMode::Vertex; 38 cVertexBuffers[i].attributeCount = 0; 39 cVertexBuffers[i].attributes = nullptr; 40 } 41 // cVertexBuffers[i].attributes points to somewhere in cAttributes. 42 // cVertexBuffers[0].attributes points to &cAttributes[0] by default. Assuming 43 // cVertexBuffers[0] has two attributes, then cVertexBuffers[1].attributes should point to 44 // &cAttributes[2]. Likewise, if cVertexBuffers[1] has 3 attributes, then 45 // cVertexBuffers[2].attributes should point to &cAttributes[5]. 46 cVertexBuffers[0].attributes = &cAttributes[0]; 47 descriptor->vertexBuffers = &cVertexBuffers[0]; 48 } 49 ComboRenderPipelineDescriptor(const wgpu::Device & device)50 ComboRenderPipelineDescriptor::ComboRenderPipelineDescriptor(const wgpu::Device& device) { 51 wgpu::RenderPipelineDescriptor* descriptor = this; 52 53 descriptor->primitiveTopology = wgpu::PrimitiveTopology::TriangleList; 54 descriptor->sampleCount = 1; 55 56 // Set defaults for the vertex stage descriptor. 57 { vertexStage.entryPoint = "main"; } 58 59 // Set defaults for the fragment stage desriptor. 60 { 61 descriptor->fragmentStage = &cFragmentStage; 62 cFragmentStage.entryPoint = "main"; 63 } 64 65 // Set defaults for the input state descriptors. 66 descriptor->vertexState = &cVertexState; 67 68 // Set defaults for the rasterization state descriptor. 69 { 70 cRasterizationState.frontFace = wgpu::FrontFace::CCW; 71 cRasterizationState.cullMode = wgpu::CullMode::None; 72 73 cRasterizationState.depthBias = 0; 74 cRasterizationState.depthBiasSlopeScale = 0.0; 75 cRasterizationState.depthBiasClamp = 0.0; 76 descriptor->rasterizationState = &cRasterizationState; 77 } 78 79 // Set defaults for the color state descriptors. 80 { 81 descriptor->colorStateCount = 1; 82 descriptor->colorStates = cColorStates.data(); 83 84 wgpu::BlendDescriptor blend; 85 blend.operation = wgpu::BlendOperation::Add; 86 blend.srcFactor = wgpu::BlendFactor::One; 87 blend.dstFactor = wgpu::BlendFactor::Zero; 88 wgpu::ColorStateDescriptor colorStateDescriptor; 89 colorStateDescriptor.format = wgpu::TextureFormat::RGBA8Unorm; 90 colorStateDescriptor.alphaBlend = blend; 91 colorStateDescriptor.colorBlend = blend; 92 colorStateDescriptor.writeMask = wgpu::ColorWriteMask::All; 93 for (uint32_t i = 0; i < kMaxColorAttachments; ++i) { 94 cColorStates[i] = colorStateDescriptor; 95 } 96 } 97 98 // Set defaults for the depth stencil state descriptors. 99 { 100 wgpu::StencilStateFaceDescriptor stencilFace; 101 stencilFace.compare = wgpu::CompareFunction::Always; 102 stencilFace.failOp = wgpu::StencilOperation::Keep; 103 stencilFace.depthFailOp = wgpu::StencilOperation::Keep; 104 stencilFace.passOp = wgpu::StencilOperation::Keep; 105 106 cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8; 107 cDepthStencilState.depthWriteEnabled = false; 108 cDepthStencilState.depthCompare = wgpu::CompareFunction::Always; 109 cDepthStencilState.stencilBack = stencilFace; 110 cDepthStencilState.stencilFront = stencilFace; 111 cDepthStencilState.stencilReadMask = 0xff; 112 cDepthStencilState.stencilWriteMask = 0xff; 113 descriptor->depthStencilState = nullptr; 114 } 115 } 116 117 } // namespace utils 118