Make examples and utils use webgpu.h

BUG=dawn:22

Change-Id: I602d6a3422b493d199f3fded61ff1666bc2d9d7d
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/12702
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
This commit is contained in:
Corentin Wallez
2019-10-25 11:36:47 +00:00
committed by Commit Bot service account
parent 9f90c8d3ca
commit 04863c42be
80 changed files with 451 additions and 454 deletions

View File

@@ -14,30 +14,29 @@
#include "SampleUtils.h"
#include "utils/DawnHelpers.h"
#include "utils/SystemUtils.h"
#include "utils/WGPUHelpers.h"
DawnDevice device;
DawnQueue queue;
DawnSwapChain swapchain;
DawnRenderPipeline pipeline;
WGPUDevice device;
WGPUQueue queue;
WGPUSwapChain swapchain;
WGPURenderPipeline pipeline;
DawnTextureFormat swapChainFormat;
WGPUTextureFormat swapChainFormat;
void init() {
device = CreateCppDawnDevice().Release();
queue = dawnDeviceCreateQueue(device);
queue = wgpuDeviceCreateQueue(device);
{
DawnSwapChainDescriptor descriptor;
WGPUSwapChainDescriptor descriptor;
descriptor.nextInChain = nullptr;
descriptor.label = nullptr;
descriptor.implementation = GetSwapChainImplementation();
swapchain = dawnDeviceCreateSwapChain(device, &descriptor);
swapchain = wgpuDeviceCreateSwapChain(device, &descriptor);
}
swapChainFormat = static_cast<DawnTextureFormat>(GetPreferredSwapChainTextureFormat());
dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_TEXTURE_USAGE_OUTPUT_ATTACHMENT, 640,
480);
swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat());
wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_OutputAttachment, 640, 480);
const char* vs =
"#version 450\n"
@@ -45,8 +44,8 @@ void init() {
"void main() {\n"
" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
"}\n";
DawnShaderModule vsModule =
utils::CreateShaderModule(dawn::Device(device), utils::SingleShaderStage::Vertex, vs)
WGPUShaderModule vsModule =
utils::CreateShaderModule(wgpu::Device(device), utils::SingleShaderStage::Vertex, vs)
.Release();
const char* fs =
@@ -55,11 +54,11 @@ void init() {
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
DawnShaderModule fsModule =
WGPUShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs).Release();
{
DawnRenderPipelineDescriptor descriptor;
WGPURenderPipelineDescriptor descriptor;
descriptor.label = nullptr;
descriptor.nextInChain = nullptr;
@@ -67,7 +66,7 @@ void init() {
descriptor.vertexStage.module = vsModule;
descriptor.vertexStage.entryPoint = "main";
DawnProgrammableStageDescriptor fragmentStage;
WGPUProgrammableStageDescriptor fragmentStage;
fragmentStage.nextInChain = nullptr;
fragmentStage.module = fsModule;
fragmentStage.entryPoint = "main";
@@ -75,91 +74,91 @@ void init() {
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;
WGPUBlendDescriptor blendDescriptor;
blendDescriptor.operation = WGPUBlendOperation_Add;
blendDescriptor.srcFactor = WGPUBlendFactor_One;
blendDescriptor.dstFactor = WGPUBlendFactor_One;
WGPUColorStateDescriptor colorStateDescriptor;
colorStateDescriptor.nextInChain = nullptr;
colorStateDescriptor.format = swapChainFormat;
colorStateDescriptor.alphaBlend = blendDescriptor;
colorStateDescriptor.colorBlend = blendDescriptor;
colorStateDescriptor.writeMask = DAWN_COLOR_WRITE_MASK_ALL;
colorStateDescriptor.writeMask = WGPUColorWriteMask_All;
descriptor.colorStateCount = 1;
descriptor.colorStates = &colorStateDescriptor;
DawnPipelineLayoutDescriptor pl;
WGPUPipelineLayoutDescriptor pl;
pl.nextInChain = nullptr;
pl.label = nullptr;
pl.bindGroupLayoutCount = 0;
pl.bindGroupLayouts = nullptr;
descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
descriptor.layout = wgpuDeviceCreatePipelineLayout(device, &pl);
DawnVertexInputDescriptor vertexInput;
WGPUVertexInputDescriptor vertexInput;
vertexInput.nextInChain = nullptr;
vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32;
vertexInput.indexFormat = WGPUIndexFormat_Uint32;
vertexInput.bufferCount = 0;
vertexInput.buffers = nullptr;
descriptor.vertexInput = &vertexInput;
DawnRasterizationStateDescriptor rasterizationState;
WGPURasterizationStateDescriptor rasterizationState;
rasterizationState.nextInChain = nullptr;
rasterizationState.frontFace = DAWN_FRONT_FACE_CCW;
rasterizationState.cullMode = DAWN_CULL_MODE_NONE;
rasterizationState.frontFace = WGPUFrontFace_CCW;
rasterizationState.cullMode = WGPUCullMode_None;
rasterizationState.depthBias = 0;
rasterizationState.depthBiasSlopeScale = 0.0;
rasterizationState.depthBiasClamp = 0.0;
descriptor.rasterizationState = &rasterizationState;
descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
descriptor.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
descriptor.sampleMask = 0xFFFFFFFF;
descriptor.alphaToCoverageEnabled = false;
descriptor.depthStencilState = nullptr;
pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor);
pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor);
}
dawnShaderModuleRelease(vsModule);
dawnShaderModuleRelease(fsModule);
wgpuShaderModuleRelease(vsModule);
wgpuShaderModuleRelease(fsModule);
}
void frame() {
DawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
DawnTextureView backbufferView = dawnTextureCreateView(backbuffer, nullptr);
DawnRenderPassDescriptor renderpassInfo;
WGPUTexture backbuffer = wgpuSwapChainGetNextTexture(swapchain);
WGPUTextureView backbufferView = wgpuTextureCreateView(backbuffer, nullptr);
WGPURenderPassDescriptor renderpassInfo;
renderpassInfo.nextInChain = nullptr;
renderpassInfo.label = nullptr;
DawnRenderPassColorAttachmentDescriptor colorAttachment;
WGPURenderPassColorAttachmentDescriptor colorAttachment;
{
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;
colorAttachment.loadOp = WGPULoadOp_Clear;
colorAttachment.storeOp = WGPUStoreOp_Store;
renderpassInfo.colorAttachmentCount = 1;
renderpassInfo.colorAttachments = &colorAttachment;
renderpassInfo.depthStencilAttachment = nullptr;
}
DawnCommandBuffer commands;
WGPUCommandBuffer commands;
{
DawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device, nullptr);
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, nullptr);
DawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
dawnRenderPassEncoderSetPipeline(pass, pipeline);
dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
dawnRenderPassEncoderEndPass(pass);
dawnRenderPassEncoderRelease(pass);
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
wgpuRenderPassEncoderSetPipeline(pass, pipeline);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
wgpuRenderPassEncoderEndPass(pass);
wgpuRenderPassEncoderRelease(pass);
commands = dawnCommandEncoderFinish(encoder, nullptr);
dawnCommandEncoderRelease(encoder);
commands = wgpuCommandEncoderFinish(encoder, nullptr);
wgpuCommandEncoderRelease(encoder);
}
dawnQueueSubmit(queue, 1, &commands);
dawnCommandBufferRelease(commands);
dawnSwapChainPresent(swapchain, backbuffer);
dawnTextureViewRelease(backbufferView);
wgpuQueueSubmit(queue, 1, &commands);
wgpuCommandBufferRelease(commands);
wgpuSwapChainPresent(swapchain, backbuffer);
wgpuTextureViewRelease(backbufferView);
DoFlush();
}