dawn-cmake/examples/CHelloTriangle.cpp

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// 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 "SampleUtils.h"
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#include "utils/DawnHelpers.h"
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#include "utils/SystemUtils.h"
DawnDevice device;
DawnQueue queue;
DawnSwapChain swapchain;
DawnRenderPipeline pipeline;
DawnTextureFormat swapChainFormat;
void init() {
device = CreateCppDawnDevice().Release();
queue = dawnDeviceCreateQueue(device);
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{
DawnSwapChainDescriptor descriptor;
descriptor.nextInChain = nullptr;
descriptor.implementation = GetSwapChainImplementation();
swapchain = dawnDeviceCreateSwapChain(device, &descriptor);
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}
swapChainFormat = static_cast<DawnTextureFormat>(GetPreferredSwapChainTextureFormat());
dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT, 640,
480);
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const char* vs =
"#version 450\n"
"const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n"
"void main() {\n"
" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
"}\n";
DawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
const char* fs =
"#version 450\n"
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"layout(location = 0) out vec4 fragColor;"
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
DawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
{
DawnRenderPipelineDescriptor descriptor;
descriptor.nextInChain = nullptr;
DawnPipelineStageDescriptor vertexStage;
vertexStage.nextInChain = nullptr;
vertexStage.module = vsModule;
vertexStage.entryPoint = "main";
descriptor.vertexStage = &vertexStage;
DawnPipelineStageDescriptor fragmentStage;
fragmentStage.nextInChain = nullptr;
fragmentStage.module = fsModule;
fragmentStage.entryPoint = "main";
descriptor.fragmentStage = &fragmentStage;
descriptor.sampleCount = 1;
DawnBlendDescriptor blendDescriptor;
blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
DawnColorStateDescriptor colorStateDescriptor;
colorStateDescriptor.nextInChain = nullptr;
colorStateDescriptor.format = swapChainFormat;
colorStateDescriptor.alphaBlend = blendDescriptor;
colorStateDescriptor.colorBlend = blendDescriptor;
colorStateDescriptor.writeMask = DAWN_COLOR_WRITE_MASK_ALL;
descriptor.colorStateCount = 1;
DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
descriptor.colorStates = colorStatesPtr;
DawnPipelineLayoutDescriptor pl;
pl.nextInChain = nullptr;
pl.bindGroupLayoutCount = 0;
pl.bindGroupLayouts = nullptr;
descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
DawnVertexInputDescriptor vertexInput;
vertexInput.nextInChain = nullptr;
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.bufferCount = 0;
vertexInput.buffers = nullptr;
descriptor.vertexInput = &vertexInput;
DawnRasterizationStateDescriptor rasterizationState;
rasterizationState.nextInChain = nullptr;
rasterizationState.frontFace = DAWN_FRONT_FACE_CCW;
rasterizationState.cullMode = DAWN_CULL_MODE_NONE;
rasterizationState.depthBias = 0;
rasterizationState.depthBiasSlopeScale = 0.0;
rasterizationState.depthBiasClamp = 0.0;
descriptor.rasterizationState = &rasterizationState;
descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
descriptor.depthStencilState = nullptr;
pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor);
}
dawnShaderModuleRelease(vsModule);
dawnShaderModuleRelease(fsModule);
}
void frame() {
DawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
DawnTextureView backbufferView;
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{
backbufferView = dawnTextureCreateDefaultView(backbuffer);
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}
DawnRenderPassDescriptor renderpassInfo;
DawnRenderPassColorAttachmentDescriptor colorAttachment;
DawnRenderPassColorAttachmentDescriptor* colorAttachments = {&colorAttachment};
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{
colorAttachment.attachment = backbufferView;
colorAttachment.resolveTarget = nullptr;
colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
colorAttachment.loadOp = DAWN_LOAD_OP_CLEAR;
colorAttachment.storeOp = DAWN_STORE_OP_STORE;
renderpassInfo.colorAttachmentCount = 1;
renderpassInfo.colorAttachments = &colorAttachments;
renderpassInfo.depthStencilAttachment = nullptr;
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}
DawnCommandBuffer commands;
{
DawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device, nullptr);
DawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
dawnRenderPassEncoderSetPipeline(pass, pipeline);
dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
dawnRenderPassEncoderEndPass(pass);
dawnRenderPassEncoderRelease(pass);
commands = dawnCommandEncoderFinish(encoder, nullptr);
dawnCommandEncoderRelease(encoder);
}
dawnQueueSubmit(queue, 1, &commands);
dawnCommandBufferRelease(commands);
dawnSwapChainPresent(swapchain, backbuffer);
dawnTextureViewRelease(backbufferView);
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DoFlush();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
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utils::USleep(16000);
}
// TODO release stuff
}