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

@@ -19,44 +19,44 @@
#include <vector>
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<uint32_t>(data.size()), nxt::BufferUsageBit::TransferSrc);
nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(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)