Rename nxt:: to dawn:: in examples

This commit is contained in:
Corentin Wallez
2018-07-18 13:45:46 +02:00
committed by Corentin Wallez
parent 54e58c20b2
commit 4828d92df3
8 changed files with 241 additions and 241 deletions

View File

@@ -21,11 +21,11 @@
#include <cstdio>
#include <vector>
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<uint32_t*>(&shaderData[i]))
builder.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
.DrawArrays(3, 1, 0, 0);
i++;
}