Remove samples that were only used as temporary tests
However keep the following samples: - CHelloTriangle that demonstrates the C API - CppHelloTriangle that demonstrates the C++ API - Animometer that matches the WebGL benchmark - HelloDepthStencil that does more than just a triangle, renamed to CubeReflection - ComputeBoids as a cool graphics and compute interop demo - glTFViewer that shows slightly more advanced usage of NXT
This commit is contained in:
parent
66c06f42f4
commit
30f85cb484
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@ -45,15 +45,9 @@ function(add_nxt_sample target sources)
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endfunction()
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add_nxt_sample(CHelloTriangle CHelloTriangle.cpp)
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add_nxt_sample(CppHelloTriangle HelloTriangle.cpp)
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add_nxt_sample(CppHelloTriangle CppHelloTriangle.cpp)
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add_nxt_sample(ComputeBoids ComputeBoids.cpp)
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add_nxt_sample(HelloVertices HelloVertices.cpp)
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add_nxt_sample(HelloInstancing HelloInstancing.cpp)
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add_nxt_sample(HelloIndices HelloIndices.cpp)
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add_nxt_sample(HelloUBO HelloUBO.cpp)
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add_nxt_sample(HelloCompute HelloCompute.cpp)
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add_nxt_sample(RenderToTexture RenderToTexture.cpp)
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add_nxt_sample(Animometer Animometer.cpp)
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add_nxt_sample(CppHelloDepthStencil HelloDepthStencil.cpp)
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add_nxt_sample(CubeReflection CubeReflection.cpp)
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add_nxt_sample(glTFViewer glTFViewer/glTFViewer.cpp)
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@ -1,169 +0,0 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "SampleUtils.h"
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#include "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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#include <string.h>
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nxt::Device device;
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nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::Buffer buffer;
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nxt::RenderPipeline renderPipeline;
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nxt::BindGroup renderBindGroup;
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nxt::ComputePipeline computePipeline;
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nxt::BindGroup computeBindGroup;
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void init() {
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device = CreateCppNXTDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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nxt::TextureUsageBit::OutputAttachment, 640, 480);
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struct {uint32_t a; float b;} s;
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memset(&s, 0, sizeof(s));
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buffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform | nxt::BufferUsageBit::Storage)
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.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
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.SetSize(sizeof(s))
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.GetResult();
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buffer.SetSubData(0, sizeof(s), reinterpret_cast<uint8_t*>(&s));
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nxt::BufferView view = buffer.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(s))
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.GetResult();
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{
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nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
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#version 450
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layout(set = 0, binding = 0) buffer myBlock {
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int a;
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float b;
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} myStorage;
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void main() {
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myStorage.a = (myStorage.a + 1) % 256;
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myStorage.b = mod((myStorage.b + 0.02), 1.0);
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})"
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);
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 0, 1)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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computePipeline = device.CreateComputePipelineBuilder()
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Compute, module, "main")
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.GetResult();
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computeBindGroup = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &view)
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.GetResult();
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}
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{
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
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})"
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);
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nxt::ShaderModule fsModule =
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utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform myBlock {
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int a;
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float b;
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} myUbo;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
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})");
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
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.GetResult();
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nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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renderPipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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renderBindGroup = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &view)
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.GetResult();
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}
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}
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void frame() {
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nxt::Texture backbuffer;
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nxt::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Storage)
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.BeginComputePass()
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.SetComputePipeline(computePipeline)
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.SetBindGroup(0, computeBindGroup)
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.Dispatch(1, 1, 1)
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.EndComputePass()
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
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.BeginRenderPass(renderPass)
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.SetRenderPipeline(renderPipeline)
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.SetBindGroup(0, renderBindGroup)
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.DrawArrays(3, 1, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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DoFlush();
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
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@ -1,121 +0,0 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "SampleUtils.h"
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#include "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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#include <vector>
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nxt::Device device;
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nxt::Buffer indexBuffer;
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nxt::Buffer vertexBuffer;
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nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::RenderPipeline pipeline;
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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 = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::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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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 1.0f,
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};
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vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
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}
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void init() {
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device = CreateCppNXTDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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nxt::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
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.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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pipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetIndexFormat(nxt::IndexFormat::Uint32)
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.SetInputState(inputState)
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.GetResult();
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}
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void frame() {
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nxt::Texture backbuffer;
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nxt::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderPass)
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(3, 1, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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DoFlush();
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
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@ -1,126 +0,0 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
|
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// distributed under the License is distributed on an "AS IS" BASIS,
|
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
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// limitations under the License.
|
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#include "SampleUtils.h"
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#include "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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#include <vector>
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nxt::Device device;
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nxt::Buffer vertexBuffer;
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nxt::Buffer instanceBuffer;
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nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::RenderPipeline pipeline;
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void initBuffers() {
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static const float vertexData[12] = {
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0.0f, 0.1f, 0.0f, 1.0f,
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-0.1f, -0.1f, 0.0f, 1.0f,
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0.1f, -0.1f, 0.0f, 1.0f,
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};
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vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
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static const float instanceData[8] = {
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-0.5f, -0.5f,
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-0.5f, 0.5f,
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0.5f, -0.5f,
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0.5f, 0.5f,
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};
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instanceBuffer = utils::CreateFrozenBufferFromData(device, instanceData, sizeof(instanceData), nxt::BufferUsageBit::Vertex);
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}
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void init() {
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device = CreateCppNXTDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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nxt::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec2 instance;
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void main() {
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gl_Position = vec4(pos.xy + instance, pos.zw);
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
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.SetAttribute(1, 1, nxt::VertexFormat::FloatR32G32, 0)
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.SetInput(1, 2 * sizeof(float), nxt::InputStepMode::Instance)
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.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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pipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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.GetResult();
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}
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void frame() {
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nxt::Texture backbuffer;
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nxt::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderPass)
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetVertexBuffers(1, 1, &instanceBuffer, vertexBufferOffsets)
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.DrawArrays(3, 4, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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DoFlush();
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
|
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@ -1,129 +0,0 @@
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// Copyright 2017 The NXT Authors
|
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//
|
||||
// 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"
|
||||
|
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#include "utils/NXTHelpers.h"
|
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#include "utils/SystemUtils.h"
|
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|
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nxt::Device device;
|
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nxt::Queue queue;
|
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nxt::SwapChain swapchain;
|
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nxt::TextureView depthStencilView;
|
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nxt::RenderPipeline pipeline;
|
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nxt::Buffer buffer;
|
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nxt::BindGroup bindGroup;
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|
||||
struct {uint32_t a; float b;} s;
|
||||
|
||||
void init() {
|
||||
device = CreateCppNXTDevice();
|
||||
|
||||
queue = device.CreateQueue();
|
||||
swapchain = GetSwapChain(device);
|
||||
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
|
||||
nxt::TextureUsageBit::OutputAttachment, 640, 480);
|
||||
|
||||
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
|
||||
void main() {
|
||||
gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
|
||||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
int a;
|
||||
float b;
|
||||
} myUbo;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
|
||||
})");
|
||||
|
||||
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
|
||||
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
|
||||
.GetResult();
|
||||
|
||||
nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
|
||||
|
||||
depthStencilView = CreateDefaultDepthStencilView(device);
|
||||
|
||||
pipeline = device.CreateRenderPipelineBuilder()
|
||||
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
|
||||
.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
|
||||
.SetLayout(pl)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
|
||||
.GetResult();
|
||||
|
||||
buffer = device.CreateBufferBuilder()
|
||||
.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
|
||||
.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
|
||||
.SetSize(sizeof(s))
|
||||
.GetResult();
|
||||
|
||||
nxt::BufferView view = buffer.CreateBufferViewBuilder()
|
||||
.SetExtent(0, sizeof(s))
|
||||
.GetResult();
|
||||
|
||||
bindGroup = device.CreateBindGroupBuilder()
|
||||
.SetLayout(bgl)
|
||||
.SetUsage(nxt::BindGroupUsage::Frozen)
|
||||
.SetBufferViews(0, 1, &view)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void frame() {
|
||||
s.a = (s.a + 1) % 256;
|
||||
s.b += 0.02f;
|
||||
if (s.b >= 1.0f) {s.b = 0.0f;}
|
||||
|
||||
buffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
|
||||
buffer.SetSubData(0, sizeof(s), reinterpret_cast<uint8_t*>(&s));
|
||||
|
||||
nxt::Texture backbuffer;
|
||||
nxt::RenderPassDescriptor renderPass;
|
||||
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
|
||||
|
||||
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
|
||||
.BeginRenderPass(renderPass)
|
||||
.SetRenderPipeline(pipeline)
|
||||
.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
|
||||
.SetBindGroup(0, bindGroup)
|
||||
.DrawArrays(3, 1, 0, 0)
|
||||
.EndRenderPass()
|
||||
.GetResult();
|
||||
|
||||
queue.Submit(1, &commands);
|
||||
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();
|
||||
utils::USleep(16000);
|
||||
}
|
||||
|
||||
// TODO release stuff
|
||||
}
|
|
@ -1,114 +0,0 @@
|
|||
// 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 "utils/SystemUtils.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
nxt::Device device;
|
||||
|
||||
nxt::Buffer vertexBuffer;
|
||||
|
||||
nxt::Queue queue;
|
||||
nxt::SwapChain swapchain;
|
||||
nxt::TextureView depthStencilView;
|
||||
nxt::RenderPipeline pipeline;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void init() {
|
||||
device = CreateCppNXTDevice();
|
||||
|
||||
queue = device.CreateQueue();
|
||||
swapchain = GetSwapChain(device);
|
||||
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
|
||||
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
|
||||
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();
|
||||
|
||||
depthStencilView = CreateDefaultDepthStencilView(device);
|
||||
|
||||
pipeline = device.CreateRenderPipelineBuilder()
|
||||
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
|
||||
.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
|
||||
.SetInputState(inputState)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void frame() {
|
||||
nxt::Texture backbuffer;
|
||||
nxt::RenderPassDescriptor renderPass;
|
||||
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
|
||||
|
||||
static const uint32_t vertexBufferOffsets[1] = {0};
|
||||
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
|
||||
.BeginRenderPass(renderPass)
|
||||
.SetRenderPipeline(pipeline)
|
||||
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
|
||||
.DrawArrays(3, 1, 0, 0)
|
||||
.EndRenderPass()
|
||||
.GetResult();
|
||||
|
||||
queue.Submit(1, &commands);
|
||||
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();
|
||||
utils::USleep(16000);
|
||||
}
|
||||
|
||||
// TODO release stuff
|
||||
}
|
|
@ -1,210 +0,0 @@
|
|||
// 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 "utils/SystemUtils.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::SwapChain swapchain;
|
||||
nxt::RenderPipeline pipeline;
|
||||
nxt::RenderPipeline pipelinePost;
|
||||
nxt::BindGroup bindGroup;
|
||||
|
||||
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::OutputAttachment | nxt::TextureUsageBit::Sampled)
|
||||
.SetInitialUsage(nxt::TextureUsageBit::OutputAttachment)
|
||||
.GetResult();
|
||||
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
|
||||
|
||||
nxt::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
|
||||
samplerPost = device.CreateSampler(&samplerDesc);
|
||||
}
|
||||
|
||||
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.CreateRenderPipelineBuilder()
|
||||
.SetColorAttachmentFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.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 = utils::MakeBasicPipelineLayout(device, &bgl);
|
||||
|
||||
pipelinePost = device.CreateRenderPipelineBuilder()
|
||||
.SetColorAttachmentFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.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.CreateQueue();
|
||||
swapchain = GetSwapChain(device);
|
||||
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
|
||||
nxt::TextureUsageBit::OutputAttachment, 640, 480);
|
||||
|
||||
initBuffers();
|
||||
initTextures();
|
||||
initPipeline();
|
||||
initPipelinePost();
|
||||
}
|
||||
|
||||
void frame() {
|
||||
nxt::Texture backbuffer = swapchain.GetNextTexture();
|
||||
auto backbufferView = backbuffer.CreateTextureViewBuilder().GetResult();
|
||||
|
||||
nxt::RenderPassDescriptor renderPass1 = device.CreateRenderPassDescriptorBuilder()
|
||||
.SetColorAttachment(0, renderTargetView, nxt::LoadOp::Clear)
|
||||
.GetResult();
|
||||
|
||||
nxt::RenderPassDescriptor renderPass2 = device.CreateRenderPassDescriptorBuilder()
|
||||
.SetColorAttachment(0, backbufferView, nxt::LoadOp::Clear)
|
||||
.GetResult();
|
||||
|
||||
static const uint32_t vertexBufferOffsets[1] = {0};
|
||||
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
|
||||
.BeginRenderPass(renderPass1)
|
||||
// renderTarget implicitly locked to to Attachment usage (if not already frozen)
|
||||
.SetRenderPipeline(pipeline)
|
||||
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
|
||||
.DrawArrays(3, 1, 0, 0)
|
||||
.EndRenderPass()
|
||||
// renderTarget usage unlocked, but left in Attachment usage
|
||||
.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
|
||||
.BeginRenderPass(renderPass2)
|
||||
.SetRenderPipeline(pipelinePost)
|
||||
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
|
||||
.SetBindGroup(0, bindGroup)
|
||||
.DrawArrays(6, 1, 0, 0)
|
||||
.EndRenderPass()
|
||||
.GetResult();
|
||||
|
||||
queue.Submit(1, &commands);
|
||||
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();
|
||||
utils::USleep(16000);
|
||||
}
|
||||
|
||||
// TODO release stuff
|
||||
}
|
Loading…
Reference in New Issue