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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>
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@@ -15,31 +15,31 @@
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#include "SampleUtils.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include "utils/WGPUHelpers.h"
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#include <vector>
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dawn::Device device;
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wgpu::Device device;
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dawn::Buffer indexBuffer;
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dawn::Buffer vertexBuffer;
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wgpu::Buffer indexBuffer;
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wgpu::Buffer vertexBuffer;
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dawn::Texture texture;
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dawn::Sampler sampler;
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wgpu::Texture texture;
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wgpu::Sampler sampler;
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::RenderPipeline pipeline;
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dawn::BindGroup bindGroup;
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::TextureView depthStencilView;
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wgpu::RenderPipeline pipeline;
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wgpu::BindGroup bindGroup;
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void initBuffers() {
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static const uint32_t indexData[3] = {
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0, 1, 2,
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};
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indexBuffer =
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utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsage::Index);
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utils::CreateBufferFromData(device, indexData, sizeof(indexData), wgpu::BufferUsage::Index);
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static const float vertexData[12] = {
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0.0f, 0.5f, 0.0f, 1.0f,
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@@ -47,23 +47,23 @@ void initBuffers() {
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0.5f, -0.5f, 0.0f, 1.0f,
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};
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vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
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dawn::BufferUsage::Vertex);
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wgpu::BufferUsage::Vertex);
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}
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void initTextures() {
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dawn::TextureDescriptor descriptor;
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descriptor.dimension = dawn::TextureDimension::e2D;
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = 1024;
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descriptor.size.height = 1024;
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descriptor.size.depth = 1;
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descriptor.arrayLayerCount = 1;
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descriptor.sampleCount = 1;
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descriptor.format = dawn::TextureFormat::RGBA8Unorm;
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descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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descriptor.mipLevelCount = 1;
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descriptor.usage = dawn::TextureUsage::CopyDst | dawn::TextureUsage::Sampled;
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descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled;
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texture = device.CreateTexture(&descriptor);
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dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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sampler = device.CreateSampler(&samplerDesc);
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// Initialize the texture with arbitrary data until we can load images
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@@ -72,16 +72,16 @@ void initTextures() {
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data[i] = static_cast<uint8_t>(i % 253);
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}
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dawn::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsage::CopySrc);
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dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
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dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
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dawn::Extent3D copySize = {1024, 1024, 1};
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
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wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
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wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {1024, 1024, 1};
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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dawn::CommandBuffer copy = encoder.Finish();
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wgpu::CommandBuffer copy = encoder.Finish();
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queue.Submit(1, ©);
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}
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@@ -90,13 +90,13 @@ void init() {
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(), dawn::TextureUsage::OutputAttachment,
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swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment,
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640, 480);
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initBuffers();
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initTextures();
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dawn::ShaderModule vsModule =
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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@@ -104,7 +104,7 @@ void init() {
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gl_Position = pos;
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})");
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dawn::ShaderModule fsModule =
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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform sampler mySampler;
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@@ -117,11 +117,11 @@ void init() {
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStage::Fragment, dawn::BindingType::Sampler},
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{1, dawn::ShaderStage::Fragment, dawn::BindingType::SampledTexture},
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{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
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});
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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@@ -132,14 +132,14 @@ void init() {
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descriptor.cVertexInput.bufferCount = 1;
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descriptor.cVertexInput.cBuffers[0].stride = 4 * sizeof(float);
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descriptor.cVertexInput.cBuffers[0].attributeCount = 1;
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descriptor.cVertexInput.cAttributes[0].format = dawn::VertexFormat::Float4;
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descriptor.cVertexInput.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::Depth24PlusStencil8;
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descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline(&descriptor);
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dawn::TextureView view = texture.CreateView();
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wgpu::TextureView view = texture.CreateView();
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bindGroup = utils::MakeBindGroup(device, bgl, {
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{0, sampler},
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@@ -153,12 +153,12 @@ void frame() {
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s.b += 0.02f;
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if (s.b >= 1.0f) {s.b = 0.0f;}
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dawn::Texture backbuffer = swapchain.GetNextTexture();
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wgpu::Texture backbuffer = swapchain.GetNextTexture();
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utils::ComboRenderPassDescriptor renderPass({backbuffer.CreateView()}, depthStencilView);
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.SetVertexBuffer(0, vertexBuffer);
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@@ -167,7 +167,7 @@ void frame() {
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pass.EndPass();
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}
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dawn::CommandBuffer commands = encoder.Finish();
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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swapchain.Present(backbuffer);
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DoFlush();
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