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https://github.com/encounter/dawn-cmake.git
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Split NXT helpers from example/Utils into src/utils
This will make it possible to use them in the test suites
This commit is contained in:
committed by
Corentin Wallez
parent
1bd219d8a8
commit
5ee7afdfbe
@@ -14,6 +14,8 @@
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#include "Utils.h"
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#include "utils/NXTHelpers.h"
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#include <vector>
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#include <glm/glm/glm.hpp>
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#include <glm/glm/gtc/matrix_transform.hpp>
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@@ -58,7 +60,7 @@ void initBuffers() {
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20, 21, 22,
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20, 22, 23
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};
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indexBuffer = CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
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indexBuffer = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
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static const float vertexData[6 * 4 * 6] = {
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-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
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@@ -91,7 +93,7 @@ void initBuffers() {
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-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
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};
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vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
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vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
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static const float planeData[6 * 4] = {
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-2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
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@@ -99,7 +101,7 @@ void initBuffers() {
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2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
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-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
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};
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planeBuffer = CreateFrozenBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex);
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planeBuffer = utils::CreateFrozenBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex);
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}
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struct CameraData {
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@@ -114,7 +116,7 @@ void init() {
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initBuffers();
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nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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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(set = 0, binding = 0) uniform cameraData {
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mat4 view;
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@@ -132,7 +134,7 @@ void init() {
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})"
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);
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nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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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 = 2) in vec3 f_col;
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out vec4 fragColor;
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@@ -141,7 +143,7 @@ void init() {
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})"
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);
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nxt::ShaderModule fsReflectionModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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nxt::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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out vec4 fragColor;
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@@ -171,10 +173,10 @@ void init() {
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.GetResult();
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glm::mat4 transform(1.0);
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transformBuffer[0] = CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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transformBuffer[0] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
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transformBuffer[1] = CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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transformBuffer[1] = utils::CreateFrozenBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
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nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(CameraData))
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@@ -203,7 +205,7 @@ void init() {
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.SetBufferViews(1, 1, &transformBufferView[1])
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.GetResult();
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CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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auto depthStencilState = device.CreateDepthStencilStateBuilder()
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.SetDepthCompareFunction(nxt::CompareFunction::Less)
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