dawn-cmake/examples/RenderToTexture.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"
#include <vector>
nxt::Device device;
nxt::Buffer vertexBuffer;
nxt::Buffer vertexBufferQuad;
nxt::Texture renderTarget;
nxt::TextureView renderTargetView;
nxt::Sampler samplerPost;
nxt::Queue queue;
nxt::Pipeline pipeline;
nxt::Pipeline pipelinePost;
nxt::BindGroup bindGroup;
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
void initBuffers() {
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);
static const float vertexDataQuad[24] = {
-1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
};
vertexBufferQuad = utils::CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
}
void initTextures() {
renderTarget = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(640, 480, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::ColorAttachment | nxt::TextureUsageBit::Sampled)
.SetInitialUsage(nxt::TextureUsageBit::ColorAttachment)
.GetResult();
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
samplerPost = device.CreateSamplerBuilder()
.SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear)
.GetResult();
}
void initRenderPass() {
renderpass = device.CreateRenderPassBuilder()
.SetAttachmentCount(2)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
.SetSubpassCount(2)
// subpass 0
.SubpassSetColorAttachment(0, 0, 0) // -> render target
// subpass 1
.SubpassSetColorAttachment(1, 0, 1) // -> back buffer
.GetResult();
framebuffer = device.CreateFramebufferBuilder()
.SetRenderPass(renderpass)
// attachment 0 -> render target
.SetAttachment(0, renderTargetView)
// attachment 1 -> back buffer
// (implicit) // TODO(kainino@chromium.org): use the texture provided by WSI
.SetDimensions(640, 480)
.GetResult();
}
void initPipeline() {
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
layout(location = 0) 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();
pipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void initPipelinePost() {
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
layout(set = 0, binding = 0) uniform sampler samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0);
})"
);
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
pipelinePost = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 1)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetSamplers(0, 1, &samplerPost)
.SetTextureViews(1, 1, &renderTargetView)
.GetResult();
}
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
initBuffers();
initTextures();
initRenderPass();
initPipeline();
initPipelinePost();
}
void frame() {
static const uint32_t vertexBufferOffsets[1] = {0};
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
// renderTarget is not transitioned here because it's implicit in
// BeginRenderPass or AdvanceSubpass.
.BeginRenderSubpass()
.SetPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.DrawArrays(3, 1, 0, 0)
.EndRenderSubpass()
// renderTarget must be transitioned here because it's Sampled, not
// ColorAttachment or InputAttachment.
.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
.BeginRenderSubpass()
.SetPipeline(pipelinePost)
.SetBindGroup(0, bindGroup)
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
.DrawArrays(6, 1, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
DoSwapBuffers();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
USleep(16000);
}
// TODO release stuff
}