dawn-cmake/examples/HelloIndices.cpp

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// Copyright 2017 The NXT 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"
#include "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
#include <vector>
nxt::Device device;
nxt::Buffer indexBuffer;
nxt::Buffer vertexBuffer;
nxt::Queue queue;
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nxt::SwapChain swapchain;
nxt::TextureView depthStencilView;
nxt::RenderPipeline pipeline;
nxt::RenderPass renderpass;
void initBuffers() {
static const uint32_t indexData[3] = {
0, 1, 2,
};
indexBuffer = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
static const float vertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
};
vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
}
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
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swapchain = GetSwapChain(device);
swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, nxt::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})"
);
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
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renderpass = CreateDefaultRenderPass(device);
depthStencilView = CreateDefaultDepthStencilView(device);
pipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void frame() {
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nxt::Texture backbuffer;
nxt::Framebuffer framebuffer;
GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
static const uint32_t vertexBufferOffsets[1] = {0};
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
.SetRenderPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
.DrawElements(3, 1, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
swapchain.Present(backbuffer);
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
}