dawn-cmake/examples/CHelloTriangle.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"
nxtDevice device;
nxtQueue queue;
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nxtSwapChain swapchain;
nxtRenderPipeline pipeline;
nxtTextureFormat swapChainFormat;
void init() {
device = CreateCppNXTDevice().Release();
{
nxtQueueBuilder builder = nxtDeviceCreateQueueBuilder(device);
queue = nxtQueueBuilderGetResult(builder);
nxtQueueBuilderRelease(builder);
}
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{
nxtSwapChainBuilder builder = nxtDeviceCreateSwapChainBuilder(device);
uint64_t swapchainImpl = GetSwapChainImplementation();
nxtSwapChainBuilderSetImplementation(builder, swapchainImpl);
swapchain = nxtSwapChainBuilderGetResult(builder);
nxtSwapChainBuilderRelease(builder);
}
swapChainFormat = static_cast<nxtTextureFormat>(GetPreferredSwapChainTextureFormat());
nxtSwapChainConfigure(swapchain, swapChainFormat, NXT_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";
nxtShaderModule vsModule = utils::CreateShaderModule(nxt::Device(device), nxt::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";
nxtShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, fs).Release();
{
nxtRenderPipelineBuilder builder = nxtDeviceCreateRenderPipelineBuilder(device);
nxtRenderPipelineBuilderSetColorAttachmentFormat(builder, 0, swapChainFormat);
nxtRenderPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_VERTEX, vsModule, "main");
nxtRenderPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_FRAGMENT, fsModule, "main");
pipeline = nxtRenderPipelineBuilderGetResult(builder);
nxtRenderPipelineBuilderRelease(builder);
}
nxtShaderModuleRelease(vsModule);
nxtShaderModuleRelease(fsModule);
}
void frame() {
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nxtTexture backbuffer = nxtSwapChainGetNextTexture(swapchain);
nxtTextureView backbufferView;
{
nxtTextureViewBuilder builder = nxtTextureCreateTextureViewBuilder(backbuffer);
backbufferView = nxtTextureViewBuilderGetResult(builder);
nxtTextureViewBuilderRelease(builder);
}
nxtRenderPassInfo renderpassInfo;
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{
nxtRenderPassInfoBuilder builder = nxtDeviceCreateRenderPassInfoBuilder(device);
nxtRenderPassInfoBuilderSetColorAttachment(builder, 0, backbufferView, NXT_LOAD_OP_CLEAR);
renderpassInfo = nxtRenderPassInfoBuilderGetResult(builder);
nxtRenderPassInfoBuilderRelease(builder);
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}
nxtCommandBuffer commands;
{
nxtCommandBufferBuilder builder = nxtDeviceCreateCommandBufferBuilder(device);
nxtCommandBufferBuilderBeginRenderPass(builder, renderpassInfo);
nxtCommandBufferBuilderSetRenderPipeline(builder, pipeline);
nxtCommandBufferBuilderDrawArrays(builder, 3, 1, 0, 0);
nxtCommandBufferBuilderEndRenderPass(builder);
commands = nxtCommandBufferBuilderGetResult(builder);
nxtCommandBufferBuilderRelease(builder);
}
nxtQueueSubmit(queue, 1, &commands);
nxtCommandBufferRelease(commands);
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nxtTextureTransitionUsage(backbuffer, NXT_TEXTURE_USAGE_BIT_PRESENT);
nxtSwapChainPresent(swapchain, backbuffer);
nxtRenderPassInfoRelease(renderpassInfo);
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nxtTextureViewRelease(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
}