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78 lines
2.3 KiB
Rust
78 lines
2.3 KiB
Rust
//! Convenience macros
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/// Macro to produce an array of [`VertexAttributeDescriptor`]
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///
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/// Output has type: `[VertexAttributeDescriptor; _]`. Usage is as follows:
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/// ```
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/// # use wgpu::vertex_attr_array;
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/// let attrs = vertex_attr_array![0 => Float2, 1 => Float, 2 => Ushort4];
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/// ```
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/// This example specifies a list of three [`VertexAttributeDescriptor`],
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/// each with the given `shader_location` and `format`.
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/// Offsets are calculated automatically.
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#[macro_export]
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macro_rules! vertex_attr_array {
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($($loc:expr => $fmt:ident),*) => {
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$crate::vertex_attr_array!([] ; 0; $($loc => $fmt ,)*)
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};
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([$($t:expr,)*] ; $off:expr ;) => { [$($t,)*] };
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([$($t:expr,)*] ; $off:expr ; $loc:expr => $item:ident, $($ll:expr => $ii:ident ,)*) => {
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$crate::vertex_attr_array!(
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[$($t,)*
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$crate::VertexAttributeDescriptor {
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format: $crate::VertexFormat :: $item,
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offset: $off,
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shader_location: $loc,
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},];
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$off + $crate::vertex_format_size!($item);
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$($ll => $ii ,)*
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)
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};
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}
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// For internal usage
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#[macro_export]
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macro_rules! vertex_format_size {
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(Uchar2) => { 2 };
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(Uchar4) => { 4 };
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(Char2) => { 2 };
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(Char4) => { 4 };
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(Uchar2Norm) => { 2 };
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(Uchar4Norm) => { 4 };
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(Char2Norm) => { 2 };
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(Char4Norm) => { 4 };
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(Ushort2) => { 4 };
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(Ushort4) => { 8 };
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(Short2) => { 4 };
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(Short4) => { 8 };
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(Ushort2Norm) => { 4 };
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(Ushort4Norm) => { 8 };
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(Short2Norm) => { 4 };
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(Short4Norm) => { 8 };
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(Half2) => { 4 };
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(Half4) => { 8 };
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(Float) => { 4 };
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(Float2) => { 8 };
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(Float3) => { 12 };
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(Float4) => { 16 };
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(Uint) => { 4 };
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(Uint2) => { 8 };
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(Uint3) => { 12 };
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(Uint4) => { 16 };
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(Int) => { 4 };
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(Int2) => { 8 };
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(Int3) => { 12 };
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(Int4) => { 16 };
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}
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#[test]
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fn test_vertex_attr_array() {
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let attrs = vertex_attr_array![0 => Float2, 3 => Ushort4];
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// VertexAttributeDescriptor does not support PartialEq, so we cannot test directly
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assert_eq!(attrs.len(), 2);
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assert_eq!(attrs[0].offset, 0);
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assert_eq!(attrs[0].shader_location, 0);
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assert_eq!(attrs[1].offset, std::mem::size_of::<(f32, f32)>() as u64);
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assert_eq!(attrs[1].shader_location, 3);
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}
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