From 4828d92df397554c543352275374bbc4ce321bd4 Mon Sep 17 00:00:00 2001 From: Corentin Wallez Date: Wed, 18 Jul 2018 13:45:46 +0200 Subject: [PATCH] Rename nxt:: to dawn:: in examples --- examples/Animometer.cpp | 32 ++++---- examples/CHelloTriangle.cpp | 4 +- examples/ComputeBoids.cpp | 76 +++++++++---------- examples/CppHelloTriangle.cpp | 70 ++++++++--------- examples/CubeReflection.cpp | 108 +++++++++++++------------- examples/SampleUtils.cpp | 56 +++++++------- examples/SampleUtils.h | 18 ++--- examples/glTFViewer/glTFViewer.cpp | 118 ++++++++++++++--------------- 8 files changed, 241 insertions(+), 241 deletions(-) diff --git a/examples/Animometer.cpp b/examples/Animometer.cpp index 30530fd5e1..47b010fc60 100644 --- a/examples/Animometer.cpp +++ b/examples/Animometer.cpp @@ -21,11 +21,11 @@ #include #include -nxt::Device device; -nxt::Queue queue; -nxt::SwapChain swapchain; -nxt::TextureView depthStencilView; -nxt::RenderPipeline pipeline; +dawn::Device device; +dawn::Queue queue; +dawn::SwapChain swapchain; +dawn::TextureView depthStencilView; +dawn::RenderPipeline pipeline; float RandomFloat(float min, float max) { float zeroOne = rand() / float(RAND_MAX); @@ -49,9 +49,9 @@ void init() { queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), - nxt::TextureUsageBit::OutputAttachment, 640, 480); + dawn::TextureUsageBit::OutputAttachment, 640, 480); - nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( + dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(push_constant) uniform ConstantsBlock { @@ -99,7 +99,7 @@ void init() { })" ); - nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( + dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; layout(location = 0) in vec4 v_color; @@ -111,9 +111,9 @@ void init() { pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) - .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") - .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) + .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") + .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .GetResult(); shaderData.resize(10000); @@ -128,8 +128,8 @@ void init() { } void frame() { - nxt::Texture backbuffer; - nxt::RenderPassDescriptor renderPass; + dawn::Texture backbuffer; + dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); static int f = 0; @@ -137,16 +137,16 @@ void frame() { size_t i = 0; - nxt::CommandBuffer commands; + dawn::CommandBuffer commands; { - nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder() + dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .SetRenderPipeline(pipeline) .Clone(); for (int k = 0; k < 10000; k++) { shaderData[i].time = f / 60.0f; - builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast(&shaderData[i])) + builder.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast(&shaderData[i])) .DrawArrays(3, 1, 0, 0); i++; } diff --git a/examples/CHelloTriangle.cpp b/examples/CHelloTriangle.cpp index b6b7110189..a147ec76af 100644 --- a/examples/CHelloTriangle.cpp +++ b/examples/CHelloTriangle.cpp @@ -45,7 +45,7 @@ void init() { "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(); + nxtShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release(); const char* fs = "#version 450\n" @@ -53,7 +53,7 @@ void init() { "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(); + nxtShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release(); { nxtRenderPipelineBuilder builder = nxtDeviceCreateRenderPipelineBuilder(device); diff --git a/examples/ComputeBoids.cpp b/examples/ComputeBoids.cpp index 4ab0d70e32..a930ac53ec 100644 --- a/examples/ComputeBoids.cpp +++ b/examples/ComputeBoids.cpp @@ -23,19 +23,19 @@ #include -nxt::Device device; -nxt::Queue queue; -nxt::SwapChain swapchain; -nxt::TextureView depthStencilView; +dawn::Device device; +dawn::Queue queue; +dawn::SwapChain swapchain; +dawn::TextureView depthStencilView; -nxt::Buffer modelBuffer; -std::array particleBuffers; +dawn::Buffer modelBuffer; +std::array particleBuffers; -nxt::RenderPipeline renderPipeline; +dawn::RenderPipeline renderPipeline; -nxt::Buffer updateParams; -nxt::ComputePipeline updatePipeline; -std::array updateBGs; +dawn::Buffer updateParams; +dawn::ComputePipeline updatePipeline; +std::array updateBGs; size_t pingpong = 0; @@ -63,10 +63,10 @@ void initBuffers() { {0.01, -0.02}, {0.00, 0.02}, }; - modelBuffer = utils::CreateBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex); + modelBuffer = utils::CreateBufferFromData(device, model, sizeof(model), dawn::BufferUsageBit::Vertex); SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles }; - updateParams = utils::CreateBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::Uniform); + updateParams = utils::CreateBufferFromData(device, ¶ms, sizeof(params), dawn::BufferUsageBit::Uniform); std::vector initialParticles(kNumParticles); { @@ -81,7 +81,7 @@ void initBuffers() { for (size_t i = 0; i < 2; i++) { particleBuffers[i] = device.CreateBufferBuilder() - .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage) + .SetAllowedUsage(dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Storage) .SetSize(sizeof(Particle) * kNumParticles) .GetResult(); @@ -92,7 +92,7 @@ void initBuffers() { } void initRender() { - nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( + dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec2 a_particlePos; layout(location = 1) in vec2 a_particleVel; @@ -105,7 +105,7 @@ void initRender() { } )"); - nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( + dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { @@ -113,27 +113,27 @@ void initRender() { } )"); - nxt::InputState inputState = device.CreateInputStateBuilder() - .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos)) - .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel)) - .SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance) - .SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0) - .SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex) + dawn::InputState inputState = device.CreateInputStateBuilder() + .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, pos)) + .SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, vel)) + .SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance) + .SetAttribute(2, 1, dawn::VertexFormat::FloatR32G32, 0) + .SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex) .GetResult(); depthStencilView = CreateDefaultDepthStencilView(device); renderPipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) - .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") - .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) + .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") + .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .GetResult(); } void initSim() { - nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"( + dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"( #version 450 struct Particle { @@ -224,23 +224,23 @@ void initSim() { auto bgl = utils::MakeBindGroupLayout( device, { - {0, nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer}, - {1, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer}, - {2, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer}, + {0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer}, + {1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer}, + {2, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer}, }); - nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); + dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); updatePipeline = device.CreateComputePipelineBuilder() .SetLayout(pl) - .SetStage(nxt::ShaderStage::Compute, module, "main") + .SetStage(dawn::ShaderStage::Compute, module, "main") .GetResult(); - nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder() + dawn::BufferView updateParamsView = updateParams.CreateBufferViewBuilder() .SetExtent(0, sizeof(SimParams)) .GetResult(); - std::array views; + std::array views; for (uint32_t i = 0; i < 2; ++i) { views[i] = particleBuffers[i].CreateBufferViewBuilder() .SetExtent(0, kNumParticles * sizeof(Particle)) @@ -250,7 +250,7 @@ void initSim() { for (uint32_t i = 0; i < 2; ++i) { updateBGs[i] = device.CreateBindGroupBuilder() .SetLayout(bgl) - .SetUsage(nxt::BindGroupUsage::Frozen) + .SetUsage(dawn::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &updateParamsView) .SetBufferViews(1, 1, &views[i]) .SetBufferViews(2, 1, &views[(i + 1) % 2]) @@ -258,7 +258,7 @@ void initSim() { } } -nxt::CommandBuffer createCommandBuffer(const nxt::RenderPassDescriptor& renderPass, size_t i) { +dawn::CommandBuffer createCommandBuffer(const dawn::RenderPassDescriptor& renderPass, size_t i) { static const uint32_t zeroOffsets[1] = {0}; auto& bufferDst = particleBuffers[(i + 1) % 2]; return device.CreateCommandBufferBuilder() @@ -284,7 +284,7 @@ void init() { queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), - nxt::TextureUsageBit::OutputAttachment, 640, 480); + dawn::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); initRender(); @@ -292,11 +292,11 @@ void init() { } void frame() { - nxt::Texture backbuffer; - nxt::RenderPassDescriptor renderPass; + dawn::Texture backbuffer; + dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); - nxt::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong); + dawn::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong); queue.Submit(1, &commandBuffer); swapchain.Present(backbuffer); DoFlush(); diff --git a/examples/CppHelloTriangle.cpp b/examples/CppHelloTriangle.cpp index 9da6e19c5d..4cd9671717 100644 --- a/examples/CppHelloTriangle.cpp +++ b/examples/CppHelloTriangle.cpp @@ -19,44 +19,44 @@ #include -nxt::Device device; +dawn::Device device; -nxt::Buffer indexBuffer; -nxt::Buffer vertexBuffer; +dawn::Buffer indexBuffer; +dawn::Buffer vertexBuffer; -nxt::Texture texture; -nxt::Sampler sampler; +dawn::Texture texture; +dawn::Sampler sampler; -nxt::Queue queue; -nxt::SwapChain swapchain; -nxt::TextureView depthStencilView; -nxt::RenderPipeline pipeline; -nxt::BindGroup bindGroup; +dawn::Queue queue; +dawn::SwapChain swapchain; +dawn::TextureView depthStencilView; +dawn::RenderPipeline pipeline; +dawn::BindGroup bindGroup; void initBuffers() { static const uint32_t indexData[3] = { 0, 1, 2, }; - indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index); + indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index); 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::CreateBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex); + vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex); } void initTextures() { texture = device.CreateTextureBuilder() - .SetDimension(nxt::TextureDimension::e2D) + .SetDimension(dawn::TextureDimension::e2D) .SetExtent(1024, 1024, 1) - .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) + .SetFormat(dawn::TextureFormat::R8G8B8A8Unorm) .SetMipLevels(1) - .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled) + .SetAllowedUsage(dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled) .GetResult(); - nxt::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor(); + dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor(); sampler = device.CreateSampler(&samplerDesc); // Initialize the texture with arbitrary data until we can load images @@ -66,8 +66,8 @@ void initTextures() { } - nxt::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast(data.size()), nxt::BufferUsageBit::TransferSrc); - nxt::CommandBuffer copy = device.CreateCommandBufferBuilder() + dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast(data.size()), dawn::BufferUsageBit::TransferSrc); + dawn::CommandBuffer copy = device.CreateCommandBufferBuilder() .CopyBufferToTexture(stagingBuffer, 0, 0, texture, 0, 0, 0, 1024, 1024, 1, 0) .GetResult(); @@ -80,12 +80,12 @@ void init() { queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), - nxt::TextureUsageBit::OutputAttachment, 640, 480); + dawn::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); initTextures(); - nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( + dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { @@ -93,7 +93,7 @@ void init() { })" ); - nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( + dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(set = 0, binding = 0) uniform sampler mySampler; layout(set = 0, binding = 1) uniform texture2D myTexture; @@ -104,35 +104,35 @@ void init() { })"); auto inputState = device.CreateInputStateBuilder() - .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0) - .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) + .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0) + .SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex) .GetResult(); auto bgl = utils::MakeBindGroupLayout( device, { - {0, nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler}, - {1, nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture}, + {0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler}, + {1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture}, }); - nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); + dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); depthStencilView = CreateDefaultDepthStencilView(device); pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) .SetLayout(pl) - .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") - .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") - .SetIndexFormat(nxt::IndexFormat::Uint32) + .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") + .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") + .SetIndexFormat(dawn::IndexFormat::Uint32) .SetInputState(inputState) .GetResult(); - nxt::TextureView view = texture.CreateTextureViewBuilder().GetResult(); + dawn::TextureView view = texture.CreateTextureViewBuilder().GetResult(); bindGroup = device.CreateBindGroupBuilder() .SetLayout(bgl) - .SetUsage(nxt::BindGroupUsage::Frozen) + .SetUsage(dawn::BindGroupUsage::Frozen) .SetSamplers(0, 1, &sampler) .SetTextureViews(1, 1, &view) .GetResult(); @@ -144,12 +144,12 @@ void frame() { s.b += 0.02f; if (s.b >= 1.0f) {s.b = 0.0f;} - nxt::Texture backbuffer; - nxt::RenderPassDescriptor renderPass; + dawn::Texture backbuffer; + dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); static const uint32_t vertexBufferOffsets[1] = {0}; - nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() + dawn::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .SetRenderPipeline(pipeline) .SetBindGroup(0, bindGroup) diff --git a/examples/CubeReflection.cpp b/examples/CubeReflection.cpp index 2e82ba2e33..205485f76a 100644 --- a/examples/CubeReflection.cpp +++ b/examples/CubeReflection.cpp @@ -22,24 +22,24 @@ #include #include -nxt::Device device; +dawn::Device device; -nxt::Buffer indexBuffer; -nxt::Buffer vertexBuffer; -nxt::Buffer planeBuffer; -nxt::Buffer cameraBuffer; -nxt::Buffer transformBuffer[2]; +dawn::Buffer indexBuffer; +dawn::Buffer vertexBuffer; +dawn::Buffer planeBuffer; +dawn::Buffer cameraBuffer; +dawn::Buffer transformBuffer[2]; -nxt::BindGroup cameraBindGroup; -nxt::BindGroup bindGroup[2]; -nxt::BindGroup cubeTransformBindGroup[2]; +dawn::BindGroup cameraBindGroup; +dawn::BindGroup bindGroup[2]; +dawn::BindGroup cubeTransformBindGroup[2]; -nxt::Queue queue; -nxt::SwapChain swapchain; -nxt::TextureView depthStencilView; -nxt::RenderPipeline pipeline; -nxt::RenderPipeline planePipeline; -nxt::RenderPipeline reflectionPipeline; +dawn::Queue queue; +dawn::SwapChain swapchain; +dawn::TextureView depthStencilView; +dawn::RenderPipeline pipeline; +dawn::RenderPipeline planePipeline; +dawn::RenderPipeline reflectionPipeline; void initBuffers() { static const uint32_t indexData[6*6] = { @@ -61,7 +61,7 @@ void initBuffers() { 20, 21, 22, 20, 22, 23 }; - indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index); + indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index); static const float vertexData[6 * 4 * 6] = { -1.0, -1.0, 1.0, 1.0, 0.0, 0.0, @@ -94,7 +94,7 @@ void initBuffers() { -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0 }; - vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex); + vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex); static const float planeData[6 * 4] = { -2.0, -1.0, -2.0, 0.5, 0.5, 0.5, @@ -102,7 +102,7 @@ void initBuffers() { 2.0, -1.0, 2.0, 0.5, 0.5, 0.5, -2.0, -1.0, 2.0, 0.5, 0.5, 0.5, }; - planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex); + planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::BufferUsageBit::Vertex); } struct CameraData { @@ -116,11 +116,11 @@ void init() { queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), - nxt::TextureUsageBit::OutputAttachment, 640, 480); + dawn::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); - nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( + dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(set = 0, binding = 0) uniform cameraData { mat4 view; @@ -138,7 +138,7 @@ void init() { })" ); - nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( + dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 2) in vec3 f_col; layout(location = 0) out vec4 fragColor; @@ -146,8 +146,8 @@ void init() { fragColor = vec4(f_col, 1.0); })"); - nxt::ShaderModule fsReflectionModule = - utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( + dawn::ShaderModule fsReflectionModule = + utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 2) in vec3 f_col; layout(location = 0) out vec4 fragColor; @@ -156,35 +156,35 @@ void init() { })"); auto inputState = device.CreateInputStateBuilder() - .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0) - .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float)) - .SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex) + .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32, 0) + .SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32B32, 3 * sizeof(float)) + .SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex) .GetResult(); auto bgl = utils::MakeBindGroupLayout( device, { - {0, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer}, - {1, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer}, + {0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer}, + {1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer}, }); - nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); + dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); cameraBuffer = device.CreateBufferBuilder() - .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform) + .SetAllowedUsage(dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Uniform) .SetSize(sizeof(CameraData)) .GetResult(); glm::mat4 transform(1.0); - transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform); + transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform); transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f)); - transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform); + transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform); - nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder() + dawn::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder() .SetExtent(0, sizeof(CameraData)) .GetResult(); - nxt::BufferView transformBufferView[2] = { + dawn::BufferView transformBufferView[2] = { transformBuffer[0].CreateBufferViewBuilder() .SetExtent(0, sizeof(glm::mat4)) .GetResult(), @@ -195,14 +195,14 @@ void init() { bindGroup[0] = device.CreateBindGroupBuilder() .SetLayout(bgl) - .SetUsage(nxt::BindGroupUsage::Frozen) + .SetUsage(dawn::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &cameraBufferView) .SetBufferViews(1, 1, &transformBufferView[0]) .GetResult(); bindGroup[1] = device.CreateBindGroupBuilder() .SetLayout(bgl) - .SetUsage(nxt::BindGroupUsage::Frozen) + .SetUsage(dawn::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &cameraBufferView) .SetBufferViews(1, 1, &transformBufferView[1]) .GetResult(); @@ -210,49 +210,49 @@ void init() { depthStencilView = CreateDefaultDepthStencilView(device); auto depthStencilState = device.CreateDepthStencilStateBuilder() - .SetDepthCompareFunction(nxt::CompareFunction::Less) + .SetDepthCompareFunction(dawn::CompareFunction::Less) .SetDepthWriteEnabled(true) .GetResult(); pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) .SetLayout(pl) - .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") - .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") - .SetIndexFormat(nxt::IndexFormat::Uint32) + .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") + .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") + .SetIndexFormat(dawn::IndexFormat::Uint32) .SetInputState(inputState) .SetDepthStencilState(depthStencilState) .GetResult(); auto planeStencilState = device.CreateDepthStencilStateBuilder() - .SetDepthCompareFunction(nxt::CompareFunction::Less) + .SetDepthCompareFunction(dawn::CompareFunction::Less) .SetDepthWriteEnabled(false) - .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) + .SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Always, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace) .GetResult(); planePipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) .SetLayout(pl) - .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") - .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") + .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") + .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .SetDepthStencilState(planeStencilState) .GetResult(); auto reflectionStencilState = device.CreateDepthStencilStateBuilder() - .SetDepthCompareFunction(nxt::CompareFunction::Less) + .SetDepthCompareFunction(dawn::CompareFunction::Less) .SetDepthWriteEnabled(true) - .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace) + .SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Equal, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace) .GetResult(); reflectionPipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) .SetLayout(pl) - .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") - .SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main") + .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") + .SetStage(dawn::ShaderStage::Fragment, fsReflectionModule, "main") .SetInputState(inputState) .SetDepthStencilState(reflectionStencilState) .GetResult(); @@ -275,11 +275,11 @@ void frame() { cameraBuffer.SetSubData(0, sizeof(CameraData), reinterpret_cast(&cameraData)); - nxt::Texture backbuffer; - nxt::RenderPassDescriptor renderPass; + dawn::Texture backbuffer; + dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); - nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() + dawn::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .SetRenderPipeline(pipeline) .SetBindGroup(0, bindGroup[0]) diff --git a/examples/SampleUtils.cpp b/examples/SampleUtils.cpp index d1286453a6..fe3e94926d 100644 --- a/examples/SampleUtils.cpp +++ b/examples/SampleUtils.cpp @@ -27,7 +27,7 @@ #include #include -void PrintDeviceError(const char* message, nxt::CallbackUserdata) { +void PrintDeviceError(const char* message, dawn::CallbackUserdata) { std::cout << "Device error: " << message << std::endl; } @@ -60,26 +60,26 @@ static utils::BackendBinding* binding = nullptr; static GLFWwindow* window = nullptr; -static nxt::wire::CommandHandler* wireServer = nullptr; -static nxt::wire::CommandHandler* wireClient = nullptr; -static nxt::wire::TerribleCommandBuffer* c2sBuf = nullptr; -static nxt::wire::TerribleCommandBuffer* s2cBuf = nullptr; +static dawn::wire::CommandHandler* wireServer = nullptr; +static dawn::wire::CommandHandler* wireClient = nullptr; +static dawn::wire::TerribleCommandBuffer* c2sBuf = nullptr; +static dawn::wire::TerribleCommandBuffer* s2cBuf = nullptr; -nxt::Device CreateCppNXTDevice() { +dawn::Device CreateCppNXTDevice() { binding = utils::CreateBinding(backendType); if (binding == nullptr) { - return nxt::Device(); + return dawn::Device(); } glfwSetErrorCallback(PrintGLFWError); if (!glfwInit()) { - return nxt::Device(); + return dawn::Device(); } binding->SetupGLFWWindowHints(); window = glfwCreateWindow(640, 480, "NXT window", nullptr, nullptr); if (!window) { - return nxt::Device(); + return dawn::Device(); } binding->SetWindow(window); @@ -98,15 +98,15 @@ nxt::Device CreateCppNXTDevice() { case CmdBufType::Terrible: { - c2sBuf = new nxt::wire::TerribleCommandBuffer(); - s2cBuf = new nxt::wire::TerribleCommandBuffer(); + c2sBuf = new dawn::wire::TerribleCommandBuffer(); + s2cBuf = new dawn::wire::TerribleCommandBuffer(); - wireServer = nxt::wire::NewServerCommandHandler(backendDevice, backendProcs, s2cBuf); + wireServer = dawn::wire::NewServerCommandHandler(backendDevice, backendProcs, s2cBuf); c2sBuf->SetHandler(wireServer); nxtDevice clientDevice; nxtProcTable clientProcs; - wireClient = nxt::wire::NewClientDevice(&clientProcs, &clientDevice, c2sBuf); + wireClient = dawn::wire::NewClientDevice(&clientProcs, &clientDevice, c2sBuf); s2cBuf->SetHandler(wireClient); procs = clientProcs; @@ -117,46 +117,46 @@ nxt::Device CreateCppNXTDevice() { nxtSetProcs(&procs); procs.deviceSetErrorCallback(cDevice, PrintDeviceError, 0); - return nxt::Device::Acquire(cDevice); + return dawn::Device::Acquire(cDevice); } uint64_t GetSwapChainImplementation() { return binding->GetSwapChainImplementation(); } -nxt::TextureFormat GetPreferredSwapChainTextureFormat() { +dawn::TextureFormat GetPreferredSwapChainTextureFormat() { DoFlush(); - return static_cast(binding->GetPreferredSwapChainTextureFormat()); + return static_cast(binding->GetPreferredSwapChainTextureFormat()); } -nxt::SwapChain GetSwapChain(const nxt::Device &device) { +dawn::SwapChain GetSwapChain(const dawn::Device &device) { return device.CreateSwapChainBuilder() .SetImplementation(GetSwapChainImplementation()) .GetResult(); } -nxt::TextureView CreateDefaultDepthStencilView(const nxt::Device& device) { +dawn::TextureView CreateDefaultDepthStencilView(const dawn::Device& device) { auto depthStencilTexture = device.CreateTextureBuilder() - .SetDimension(nxt::TextureDimension::e2D) + .SetDimension(dawn::TextureDimension::e2D) .SetExtent(640, 480, 1) - .SetFormat(nxt::TextureFormat::D32FloatS8Uint) + .SetFormat(dawn::TextureFormat::D32FloatS8Uint) .SetMipLevels(1) - .SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment) + .SetAllowedUsage(dawn::TextureUsageBit::OutputAttachment) .GetResult(); return depthStencilTexture.CreateTextureViewBuilder() .GetResult(); } -void GetNextRenderPassDescriptor(const nxt::Device& device, - const nxt::SwapChain& swapchain, - const nxt::TextureView& depthStencilView, - nxt::Texture* backbuffer, - nxt::RenderPassDescriptor* info) { +void GetNextRenderPassDescriptor(const dawn::Device& device, + const dawn::SwapChain& swapchain, + const dawn::TextureView& depthStencilView, + dawn::Texture* backbuffer, + dawn::RenderPassDescriptor* info) { *backbuffer = swapchain.GetNextTexture(); auto backbufferView = backbuffer->CreateTextureViewBuilder().GetResult(); *info = device.CreateRenderPassDescriptorBuilder() - .SetColorAttachment(0, backbufferView, nxt::LoadOp::Clear) - .SetDepthStencilAttachment(depthStencilView, nxt::LoadOp::Clear, nxt::LoadOp::Clear) + .SetColorAttachment(0, backbufferView, dawn::LoadOp::Clear) + .SetDepthStencilAttachment(depthStencilView, dawn::LoadOp::Clear, dawn::LoadOp::Clear) .GetResult(); } diff --git a/examples/SampleUtils.h b/examples/SampleUtils.h index 52b3219240..1c42300450 100644 --- a/examples/SampleUtils.h +++ b/examples/SampleUtils.h @@ -22,13 +22,13 @@ bool ShouldQuit(); struct GLFWwindow; struct GLFWwindow* GetGLFWWindow(); -nxt::Device CreateCppNXTDevice(); +dawn::Device CreateCppNXTDevice(); uint64_t GetSwapChainImplementation(); -nxt::TextureFormat GetPreferredSwapChainTextureFormat(); -nxt::SwapChain GetSwapChain(const nxt::Device& device); -nxt::TextureView CreateDefaultDepthStencilView(const nxt::Device& device); -void GetNextRenderPassDescriptor(const nxt::Device& device, - const nxt::SwapChain& swapchain, - const nxt::TextureView& depthStencilView, - nxt::Texture* backbuffer, - nxt::RenderPassDescriptor* info); +dawn::TextureFormat GetPreferredSwapChainTextureFormat(); +dawn::SwapChain GetSwapChain(const dawn::Device& device); +dawn::TextureView CreateDefaultDepthStencilView(const dawn::Device& device); +void GetNextRenderPassDescriptor(const dawn::Device& device, + const dawn::SwapChain& swapchain, + const dawn::TextureView& depthStencilView, + dawn::Texture* backbuffer, + dawn::RenderPassDescriptor* info); diff --git a/examples/glTFViewer/glTFViewer.cpp b/examples/glTFViewer/glTFViewer.cpp index e17797f9b2..6295f62a87 100644 --- a/examples/glTFViewer/glTFViewer.cpp +++ b/examples/glTFViewer/glTFViewer.cpp @@ -64,8 +64,8 @@ namespace gl { } struct MaterialInfo { - nxt::RenderPipeline pipeline; - nxt::BindGroup bindGroup0; + dawn::RenderPipeline pipeline; + dawn::BindGroup bindGroup0; std::map slotSemantics; }; @@ -74,18 +74,18 @@ struct u_transform_block { glm::mat4 modelInvTr; }; -nxt::Device device; -nxt::Queue queue; -nxt::SwapChain swapchain; -nxt::TextureView depthStencilView; +dawn::Device device; +dawn::Queue queue; +dawn::SwapChain swapchain; +dawn::TextureView depthStencilView; -nxt::Buffer defaultBuffer; -std::map buffers; -std::map commandBuffers; +dawn::Buffer defaultBuffer; +std::map buffers; +std::map commandBuffers; std::map slotSemantics = {{0, "POSITION"}, {1, "NORMAL"}, {2, "TEXCOORD_0"}}; -std::map samplers; -std::map textures; +std::map samplers; +std::map textures; tinygltf::Scene scene; glm::mat4 projection = glm::perspective(glm::radians(60.f), 640.f/480, 0.1f, 2000.f); @@ -100,16 +100,16 @@ namespace { return ""; } - bool techniqueParameterTypeToVertexFormat(int type, nxt::VertexFormat *format) { + bool techniqueParameterTypeToVertexFormat(int type, dawn::VertexFormat *format) { switch (type) { case gl::FloatVec2: - *format = nxt::VertexFormat::FloatR32G32; + *format = dawn::VertexFormat::FloatR32G32; return true; case gl::FloatVec3: - *format = nxt::VertexFormat::FloatR32G32B32; + *format = dawn::VertexFormat::FloatR32G32B32; return true; case gl::FloatVec4: - *format = nxt::VertexFormat::FloatR32G32B32A32; + *format = dawn::VertexFormat::FloatR32G32B32A32; return true; default: return false; @@ -121,7 +121,7 @@ namespace { namespace { void initBuffers() { defaultBuffer = device.CreateBufferBuilder() - .SetAllowedUsage(nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Index) + .SetAllowedUsage(dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index) .SetSize(256) .GetResult(); @@ -129,13 +129,13 @@ namespace { const auto& iBufferViewID = bv.first; const auto& iBufferView = bv.second; - nxt::BufferUsageBit usage = nxt::BufferUsageBit::None; + dawn::BufferUsageBit usage = dawn::BufferUsageBit::None; switch (iBufferView.target) { case gl::ArrayBuffer: - usage |= nxt::BufferUsageBit::Vertex; + usage |= dawn::BufferUsageBit::Vertex; break; case gl::ElementArrayBuffer: - usage |= nxt::BufferUsageBit::Index; + usage |= dawn::BufferUsageBit::Index; break; case 0: fprintf(stderr, "TODO: buffer view has no target; skipping\n"); @@ -175,7 +175,7 @@ namespace { } } - auto oVSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( + auto oVSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(push_constant) uniform u_transform_block { @@ -231,29 +231,29 @@ namespace { fragcolor = vec4(vec3(diffamb), 1); })"; - auto oFSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured); + auto oFSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured); - nxt::InputStateBuilder builder = device.CreateInputStateBuilder(); + dawn::InputStateBuilder builder = device.CreateInputStateBuilder(); std::bitset<3> slotsSet; for (const auto& a : iTechnique.attributes) { const auto iAttributeName = a.first; const auto iParameter = iTechnique.parameters.at(a.second); - nxt::VertexFormat format; + dawn::VertexFormat format; if (!techniqueParameterTypeToVertexFormat(iParameter.type, &format)) { fprintf(stderr, "unsupported technique parameter type %d\n", iParameter.type); continue; } if (iParameter.semantic == "POSITION") { builder.SetAttribute(0, 0, format, 0); - builder.SetInput(0, static_cast(stridePos), nxt::InputStepMode::Vertex); + builder.SetInput(0, static_cast(stridePos), dawn::InputStepMode::Vertex); slotsSet.set(0); } else if (iParameter.semantic == "NORMAL") { builder.SetAttribute(1, 1, format, 0); - builder.SetInput(1, static_cast(strideNor), nxt::InputStepMode::Vertex); + builder.SetInput(1, static_cast(strideNor), dawn::InputStepMode::Vertex); slotsSet.set(1); } else if (iParameter.semantic == "TEXCOORD_0") { builder.SetAttribute(2, 2, format, 0); - builder.SetInput(2, static_cast(strideTxc), nxt::InputStepMode::Vertex); + builder.SetInput(2, static_cast(strideTxc), dawn::InputStepMode::Vertex); slotsSet.set(2); } else { fprintf(stderr, "unsupported technique attribute semantic %s\n", iParameter.semantic.c_str()); @@ -264,40 +264,40 @@ namespace { if (slotsSet[i]) { continue; } - builder.SetAttribute(i, i, nxt::VertexFormat::FloatR32G32B32A32, 0); - builder.SetInput(i, 0, nxt::InputStepMode::Vertex); + builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32A32, 0); + builder.SetInput(i, 0, dawn::InputStepMode::Vertex); } auto inputState = builder.GetResult(); - constexpr nxt::ShaderStageBit kNoStages{}; - nxt::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout( + constexpr dawn::ShaderStageBit kNoStages{}; + dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout( device, { - {0, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages, - nxt::BindingType::Sampler}, - {1, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages, - nxt::BindingType::SampledTexture}, + {0, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages, + dawn::BindingType::Sampler}, + {1, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages, + dawn::BindingType::SampledTexture}, }); auto depthStencilState = device.CreateDepthStencilStateBuilder() - .SetDepthCompareFunction(nxt::CompareFunction::Less) + .SetDepthCompareFunction(dawn::CompareFunction::Less) .SetDepthWriteEnabled(true) .GetResult(); auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout); auto pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) - .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) + .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) .SetLayout(pipelineLayout) - .SetStage(nxt::ShaderStage::Vertex, oVSModule, "main") - .SetStage(nxt::ShaderStage::Fragment, oFSModule, "main") - .SetIndexFormat(nxt::IndexFormat::Uint16) + .SetStage(dawn::ShaderStage::Vertex, oVSModule, "main") + .SetStage(dawn::ShaderStage::Fragment, oFSModule, "main") + .SetIndexFormat(dawn::IndexFormat::Uint16) .SetInputState(inputState) .SetDepthStencilState(depthStencilState) .GetResult(); auto bindGroupBuilder = device.CreateBindGroupBuilder(); bindGroupBuilder.SetLayout(bindGroupLayout) - .SetUsage(nxt::BindGroupUsage::Frozen); + .SetUsage(dawn::BindGroupUsage::Frozen); if (hasTexture) { const auto& textureView = textures[iTextureID]; const auto& iSamplerID = scene.textures[iTextureID].sampler; @@ -319,15 +319,15 @@ namespace { const auto& iSamplerID = s.first; const auto& iSampler = s.second; - nxt::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor(); + dawn::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor(); // TODO: wrap modes switch (iSampler.magFilter) { case gl::Nearest: - desc.magFilter = nxt::FilterMode::Nearest; + desc.magFilter = dawn::FilterMode::Nearest; break; case gl::Linear: - desc.magFilter = nxt::FilterMode::Linear; + desc.magFilter = dawn::FilterMode::Linear; break; default: fprintf(stderr, "unsupported magFilter %d\n", iSampler.magFilter); @@ -337,12 +337,12 @@ namespace { case gl::Nearest: case gl::NearestMipmapNearest: case gl::NearestMipmapLinear: - desc.minFilter = nxt::FilterMode::Nearest; + desc.minFilter = dawn::FilterMode::Nearest; break; case gl::Linear: case gl::LinearMipmapNearest: case gl::LinearMipmapLinear: - desc.minFilter = nxt::FilterMode::Linear; + desc.minFilter = dawn::FilterMode::Linear; break; default: fprintf(stderr, "unsupported minFilter %d\n", iSampler.magFilter); @@ -351,11 +351,11 @@ namespace { switch (iSampler.minFilter) { case gl::NearestMipmapNearest: case gl::LinearMipmapNearest: - desc.mipmapFilter = nxt::FilterMode::Nearest; + desc.mipmapFilter = dawn::FilterMode::Nearest; break; case gl::NearestMipmapLinear: case gl::LinearMipmapLinear: - desc.mipmapFilter = nxt::FilterMode::Linear; + desc.mipmapFilter = dawn::FilterMode::Linear; break; } @@ -369,10 +369,10 @@ namespace { const auto& iTexture = t.second; const auto& iImage = scene.images[iTexture.source]; - nxt::TextureFormat format = nxt::TextureFormat::R8G8B8A8Unorm; + dawn::TextureFormat format = dawn::TextureFormat::R8G8B8A8Unorm; switch (iTexture.format) { case gl::RGBA: - format = nxt::TextureFormat::R8G8B8A8Unorm; + format = dawn::TextureFormat::R8G8B8A8Unorm; break; default: fprintf(stderr, "unsupported texture format %d\n", iTexture.format); @@ -380,11 +380,11 @@ namespace { } auto oTexture = device.CreateTextureBuilder() - .SetDimension(nxt::TextureDimension::e2D) + .SetDimension(dawn::TextureDimension::e2D) .SetExtent(iImage.width, iImage.height, 1) .SetFormat(format) .SetMipLevels(1) - .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled) + .SetAllowedUsage(dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled) .GetResult(); // TODO: release this texture @@ -426,7 +426,7 @@ namespace { fprintf(stderr, "unsupported image.component %d\n", iImage.component); } - nxt::Buffer staging = utils::CreateBufferFromData(device, data, rowPitch * iImage.height, nxt::BufferUsageBit::TransferSrc); + dawn::Buffer staging = utils::CreateBufferFromData(device, data, rowPitch * iImage.height, dawn::BufferUsageBit::TransferSrc); auto cmdbuf = device.CreateCommandBufferBuilder() .CopyBufferToTexture(staging, 0, rowPitch, oTexture, 0, 0, 0, iImage.width, iImage.height, 1, 0) .GetResult(); @@ -442,7 +442,7 @@ namespace { queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), - nxt::TextureUsageBit::OutputAttachment, 640, 480); + dawn::TextureUsageBit::OutputAttachment, 640, 480); depthStencilView = CreateDefaultDepthStencilView(device); @@ -454,7 +454,7 @@ namespace { // Drawing namespace { - void drawMesh(nxt::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) { + void drawMesh(dawn::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) { for (const auto& iPrim : iMesh.primitives) { if (iPrim.mode != gl::Triangles) { fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode); @@ -480,7 +480,7 @@ namespace { const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]); cmd.SetRenderPipeline(material.pipeline); cmd.SetBindGroup(0, material.bindGroup0); - cmd.SetPushConstants(nxt::ShaderStageBit::Vertex, + cmd.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, sizeof(u_transform_block) / sizeof(uint32_t), reinterpret_cast(&transforms)); @@ -525,7 +525,7 @@ namespace { } } - void drawNode(nxt::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) { + void drawNode(dawn::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) { glm::mat4 model; if (node.matrix.size() == 16) { model = glm::make_mat4(node.matrix.data()); @@ -554,12 +554,12 @@ namespace { } void frame() { - nxt::Texture backbuffer; - nxt::RenderPassDescriptor renderPass; + dawn::Texture backbuffer; + dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene); - nxt::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder() + dawn::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .Clone(); for (const auto& n : defaultSceneNodes) {