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:
parent
1bd219d8a8
commit
5ee7afdfbe
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@ -14,6 +14,8 @@
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#include "Utils.h"
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#include "utils/NXTHelpers.h"
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#include <cstdlib>
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#include <cstdio>
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#include <vector>
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@ -45,7 +47,7 @@ void init() {
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queue = device.CreateQueueBuilder().GetResult();
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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(push_constant) uniform ConstantsBlock {
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@ -93,7 +95,7 @@ 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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out vec4 fragColor;
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layout(location = 0) in vec4 v_color;
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@ -102,7 +104,7 @@ void init() {
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})"
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);
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CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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@ -14,6 +14,8 @@
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#include "Utils.h"
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#include "utils/NXTHelpers.h"
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nxtDevice device;
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nxtQueue queue;
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nxtPipeline pipeline;
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@ -35,7 +37,7 @@ void init() {
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"void main() {\n"
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" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
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"}\n";
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nxtShaderModule vsModule = CreateShaderModule(nxt::Device(device), nxt::ShaderStage::Vertex, vs).Release();
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nxtShaderModule vsModule = utils::CreateShaderModule(nxt::Device(device), nxt::ShaderStage::Vertex, vs).Release();
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const char* fs =
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"#version 450\n"
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@ -43,7 +45,7 @@ void init() {
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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nxtShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, fs).Release();
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nxtShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, fs).Release();
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{
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nxtRenderPassBuilder builder = nxtDeviceCreateRenderPassBuilder(device);
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@ -14,6 +14,8 @@
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#include "Utils.h"
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#include "utils/NXTHelpers.h"
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#include <array>
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#include <cstring>
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#include <random>
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@ -62,10 +64,10 @@ void initBuffers() {
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{0.01, -0.02},
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{0.00, 0.02},
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};
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modelBuffer = CreateFrozenBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex);
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modelBuffer = utils::CreateFrozenBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex);
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SimParams params = { 0.04, 0.1, 0.025, 0.025, 0.02, 0.05, 0.005, kNumParticles };
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updateParams = CreateFrozenBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::Uniform);
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updateParams = utils::CreateFrozenBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::Uniform);
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std::vector<Particle> initialParticles(kNumParticles);
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{
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@ -92,7 +94,7 @@ void initBuffers() {
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}
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void initRender() {
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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(location = 0) in vec2 a_particlePos;
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layout(location = 1) in vec2 a_particleVel;
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@ -105,7 +107,7 @@ void initRender() {
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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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out vec4 fragColor;
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void main() {
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@ -121,7 +123,7 @@ void initRender() {
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.SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex)
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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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renderPipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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@ -131,7 +133,7 @@ void initRender() {
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}
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void initSim() {
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nxt::ShaderModule module = CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
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nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
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#version 450
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struct Particle {
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@ -14,6 +14,8 @@
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#include "Utils.h"
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#include "utils/NXTHelpers.h"
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#include <string.h>
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nxt::Device device;
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.GetResult();
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{
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nxt::ShaderModule module = CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
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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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@ -78,7 +80,7 @@ void init() {
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}
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{
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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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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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@ -86,7 +88,7 @@ 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(set = 0, binding = 0) uniform myBlock {
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int a;
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@ -106,7 +108,7 @@ void init() {
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.SetBindGroupLayout(0, bgl)
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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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renderPipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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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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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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-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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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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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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})"
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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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})"
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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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.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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.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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#include "Utils.h"
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#include "utils/NXTHelpers.h"
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#include <vector>
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nxt::Device device;
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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 = 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[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 = 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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}
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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(location = 0) in vec4 pos;
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void main() {
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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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out vec4 fragColor;
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void main() {
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.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
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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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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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@ -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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nxt::Device device;
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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 = 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 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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};
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instanceBuffer = CreateFrozenBufferFromData(device, instanceData, sizeof(instanceData), nxt::BufferUsageBit::Vertex);
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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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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(location = 0) in vec4 pos;
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layout(location = 1) in vec2 instance;
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@ -59,7 +61,7 @@ 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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out vec4 fragColor;
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void main() {
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@ -74,7 +76,7 @@ void init() {
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.SetInput(1, 2 * sizeof(float), nxt::InputStepMode::Instance)
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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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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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@ -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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nxt::Device device;
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@ -34,14 +36,14 @@ 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 = 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[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 = 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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}
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void initTextures() {
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@ -64,7 +66,7 @@ void initTextures() {
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}
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nxt::Buffer stagingBuffer = CreateFrozenBufferFromData(device, data.data(), data.size(), nxt::BufferUsageBit::TransferSrc);
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nxt::Buffer stagingBuffer = utils::CreateFrozenBufferFromData(device, data.data(), data.size(), nxt::BufferUsageBit::TransferSrc);
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nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
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.TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst)
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.CopyBufferToTexture(stagingBuffer, 0, texture, 0, 0, 0, 1024, 1024, 1, 0)
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@ -82,7 +84,7 @@ void init() {
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initBuffers();
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initTextures();
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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(location = 0) in vec4 pos;
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void main() {
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|
@ -90,7 +92,7 @@ void init() {
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})"
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);
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|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler mySampler;
|
||||
layout(set = 0, binding = 1) uniform texture2D myTexture;
|
||||
|
@ -115,7 +117,7 @@ void init() {
|
|||
.SetBindGroupLayout(0, bgl)
|
||||
.GetResult();
|
||||
|
||||
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
|
||||
utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
|
||||
pipeline = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 0)
|
||||
.SetLayout(pl)
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
#include "Utils.h"
|
||||
|
||||
#include "utils/NXTHelpers.h"
|
||||
|
||||
nxt::Device device;
|
||||
nxt::Queue queue;
|
||||
nxt::Pipeline pipeline;
|
||||
|
@ -29,7 +31,7 @@ void init() {
|
|||
|
||||
queue = device.CreateQueueBuilder().GetResult();
|
||||
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
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() {
|
||||
|
@ -37,7 +39,7 @@ void init() {
|
|||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform myBlock {
|
||||
int a;
|
||||
|
@ -57,7 +59,7 @@ void init() {
|
|||
.SetBindGroupLayout(0, bgl)
|
||||
.GetResult();
|
||||
|
||||
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
|
||||
utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
|
||||
pipeline = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 0)
|
||||
.SetLayout(pl)
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
#include "Utils.h"
|
||||
|
||||
#include "utils/NXTHelpers.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
nxt::Device device;
|
||||
|
@ -31,7 +33,7 @@ void initBuffers() {
|
|||
-0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.0f, 1.0f,
|
||||
};
|
||||
vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
|
||||
vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
|
||||
}
|
||||
|
||||
void init() {
|
||||
|
@ -41,7 +43,7 @@ void init() {
|
|||
|
||||
initBuffers();
|
||||
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -49,7 +51,7 @@ void init() {
|
|||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
@ -62,7 +64,7 @@ void init() {
|
|||
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
|
||||
.GetResult();
|
||||
|
||||
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
|
||||
utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
|
||||
pipeline = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 0)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
#include "Utils.h"
|
||||
|
||||
#include "utils/NXTHelpers.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
nxt::Device device;
|
||||
|
@ -38,7 +40,7 @@ void initBuffers() {
|
|||
-0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.0f, 1.0f,
|
||||
};
|
||||
vertexBuffer = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
|
||||
vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
|
||||
|
||||
static const float vertexDataQuad[24] = {
|
||||
-1.0f, -1.0f, 0.0f, 1.0f,
|
||||
|
@ -48,7 +50,7 @@ void initBuffers() {
|
|||
1.0f, -1.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f,
|
||||
};
|
||||
vertexBufferQuad = CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
|
||||
vertexBufferQuad = utils::CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
|
||||
}
|
||||
|
||||
void initTextures() {
|
||||
|
@ -89,7 +91,7 @@ void initRenderPass() {
|
|||
}
|
||||
|
||||
void initPipeline() {
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -97,7 +99,7 @@ void initPipeline() {
|
|||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
|
@ -119,7 +121,7 @@ void initPipeline() {
|
|||
}
|
||||
|
||||
void initPipelinePost() {
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
|
@ -127,7 +129,7 @@ void initPipelinePost() {
|
|||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
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;
|
||||
|
|
|
@ -17,13 +17,10 @@
|
|||
|
||||
#include <nxt/nxt.h>
|
||||
#include <nxt/nxtcpp.h>
|
||||
#include <shaderc/shaderc.hpp>
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
#include <cstring>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <iomanip>
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <Windows.h>
|
||||
|
@ -113,87 +110,6 @@ nxt::Device CreateCppNXTDevice() {
|
|||
return nxt::Device::Acquire(cDevice);
|
||||
}
|
||||
|
||||
nxt::ShaderModule CreateShaderModule(const nxt::Device& device, nxt::ShaderStage stage, const char* source) {
|
||||
shaderc::Compiler compiler;
|
||||
shaderc::CompileOptions options;
|
||||
|
||||
shaderc_shader_kind kind;
|
||||
switch (stage) {
|
||||
case nxt::ShaderStage::Vertex:
|
||||
kind = shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
case nxt::ShaderStage::Fragment:
|
||||
kind = shaderc_glsl_fragment_shader;
|
||||
break;
|
||||
case nxt::ShaderStage::Compute:
|
||||
kind = shaderc_glsl_compute_shader;
|
||||
break;
|
||||
}
|
||||
|
||||
auto result = compiler.CompileGlslToSpv(source, strlen(source), kind, "myshader?", options);
|
||||
if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
|
||||
std::cerr << result.GetErrorMessage();
|
||||
return {};
|
||||
}
|
||||
|
||||
size_t size = (result.cend() - result.cbegin());
|
||||
|
||||
#ifdef DUMP_SPIRV_ASSEMBLY
|
||||
{
|
||||
auto resultAsm = compiler.CompileGlslToSpvAssembly(source, strlen(source), kind, "myshader?", options);
|
||||
size_t sizeAsm = (resultAsm.cend() - resultAsm.cbegin());
|
||||
|
||||
char* buffer = reinterpret_cast<char*>(malloc(sizeAsm + 1));
|
||||
memcpy(buffer, resultAsm.cbegin(), sizeAsm);
|
||||
buffer[sizeAsm] = '\0';
|
||||
printf("SPIRV ASSEMBLY DUMP START\n%s\nSPIRV ASSEMBLY DUMP END\n", buffer);
|
||||
free(buffer);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef DUMP_SPIRV_JS_ARRAY
|
||||
printf("SPIRV JS ARRAY DUMP START\n");
|
||||
for (size_t i = 0; i < size; i++) {
|
||||
printf("%#010x", result.cbegin()[i]);
|
||||
if ((i + 1) % 4 == 0) {
|
||||
printf(",\n");
|
||||
} else {
|
||||
printf(", ");
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
printf("SPIRV JS ARRAY DUMP END\n");
|
||||
#endif
|
||||
|
||||
return device.CreateShaderModuleBuilder()
|
||||
.SetSource(size, result.cbegin())
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void CreateDefaultRenderPass(const nxt::Device& device, nxt::RenderPass* renderPass, nxt::Framebuffer* framebuffer) {
|
||||
*renderPass = device.CreateRenderPassBuilder()
|
||||
.SetAttachmentCount(1)
|
||||
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.SetSubpassCount(1)
|
||||
.SubpassSetColorAttachment(0, 0, 0)
|
||||
.GetResult();
|
||||
*framebuffer = device.CreateFramebufferBuilder()
|
||||
.SetRenderPass(*renderPass)
|
||||
.SetDimensions(640, 480)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
nxt::Buffer CreateFrozenBufferFromData(const nxt::Device& device, const void* data, uint32_t size, nxt::BufferUsageBit usage) {
|
||||
nxt::Buffer buffer = device.CreateBufferBuilder()
|
||||
.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | usage)
|
||||
.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
|
||||
.SetSize(size)
|
||||
.GetResult();
|
||||
buffer.SetSubData(0, size / sizeof(uint32_t), reinterpret_cast<const uint32_t*>(data));
|
||||
buffer.FreezeUsage(usage);
|
||||
return buffer;
|
||||
}
|
||||
|
||||
bool InitUtils(int argc, const char** argv) {
|
||||
for (int i = 0; i < argc; i++) {
|
||||
if (std::string("-b") == argv[i] || std::string("--backend") == argv[i]) {
|
||||
|
|
|
@ -23,6 +23,3 @@ struct GLFWwindow;
|
|||
struct GLFWwindow* GetGLFWWindow();
|
||||
|
||||
nxt::Device CreateCppNXTDevice();
|
||||
nxt::ShaderModule CreateShaderModule(const nxt::Device& device, nxt::ShaderStage stage, const char* source);
|
||||
void CreateDefaultRenderPass(const nxt::Device& device, nxt::RenderPass* renderPass, nxt::Framebuffer* framebuffer);
|
||||
nxt::Buffer CreateFrozenBufferFromData(const nxt::Device& device, const void* data, uint32_t size, nxt::BufferUsageBit usage);
|
||||
|
|
|
@ -20,6 +20,8 @@
|
|||
|
||||
#include "Utils.h"
|
||||
|
||||
#include "utils/NXTHelpers.h"
|
||||
|
||||
#include <bitset>
|
||||
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
|
||||
#include <glm/mat4x4.hpp>
|
||||
|
@ -147,7 +149,7 @@ namespace {
|
|||
uint32_t iBufferViewSize =
|
||||
iBufferView.byteLength ? iBufferView.byteLength :
|
||||
(iBuffer.data.size() - iBufferView.byteOffset);
|
||||
auto oBuffer = CreateFrozenBufferFromData(device, &iBuffer.data.at(iBufferView.byteOffset), iBufferViewSize, usage);
|
||||
auto oBuffer = utils::CreateFrozenBufferFromData(device, &iBuffer.data.at(iBufferView.byteOffset), iBufferViewSize, usage);
|
||||
buffers[iBufferViewID] = std::move(oBuffer);
|
||||
}
|
||||
}
|
||||
|
@ -164,7 +166,7 @@ namespace {
|
|||
const auto& iTechnique = scene.techniques.at(iMaterial.technique);
|
||||
const auto& iProgram = scene.programs.at(iTechnique.program);
|
||||
|
||||
auto oVSModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
auto oVSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 0) uniform u_transform_block {
|
||||
|
@ -185,7 +187,7 @@ namespace {
|
|||
gl_Position = u_transform.modelViewProj * a_position;
|
||||
})");
|
||||
|
||||
auto oFSModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
auto oFSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler u_samp;
|
||||
|
@ -373,7 +375,7 @@ namespace {
|
|||
// TODO: release this texture
|
||||
|
||||
uint32_t white = 0xffffffff;
|
||||
nxt::Buffer staging = CreateFrozenBufferFromData(device, &white, sizeof(white), nxt::BufferUsageBit::TransferSrc);
|
||||
nxt::Buffer staging = utils::CreateFrozenBufferFromData(device, &white, sizeof(white), nxt::BufferUsageBit::TransferSrc);
|
||||
auto cmdbuf = device.CreateCommandBufferBuilder()
|
||||
.TransitionTextureUsage(oTexture, nxt::TextureUsageBit::TransferDst)
|
||||
.CopyBufferToTexture(staging, 0, oTexture, 0, 0, 0, 1, 1, 1, 0)
|
||||
|
@ -427,7 +429,7 @@ namespace {
|
|||
fprintf(stderr, "unsupported image.component %d\n", iImage.component);
|
||||
}
|
||||
|
||||
nxt::Buffer staging = CreateFrozenBufferFromData(device, data, numPixels * 4, nxt::BufferUsageBit::TransferSrc);
|
||||
nxt::Buffer staging = utils::CreateFrozenBufferFromData(device, data, numPixels * 4, nxt::BufferUsageBit::TransferSrc);
|
||||
auto cmdbuf = device.CreateCommandBufferBuilder()
|
||||
.TransitionTextureUsage(oTexture, nxt::TextureUsageBit::TransferDst)
|
||||
.CopyBufferToTexture(staging, 0, oTexture, 0, 0, 0, iImage.width, iImage.height, 1, 0)
|
||||
|
|
|
@ -19,6 +19,8 @@ list(APPEND UTILS_SOURCES
|
|||
${UTILS_DIR}/BackendBinding.h
|
||||
${UTILS_DIR}/NullBinding.cpp
|
||||
${UTILS_DIR}/OpenGLBinding.cpp
|
||||
${UTILS_DIR}/NXTHelpers.cpp
|
||||
${UTILS_DIR}/NXTHelpers.h
|
||||
)
|
||||
|
||||
if (APPLE)
|
||||
|
|
|
@ -0,0 +1,106 @@
|
|||
// 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 "NXTHelpers.h"
|
||||
|
||||
#include <shaderc/shaderc.hpp>
|
||||
|
||||
#include <iomanip>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
|
||||
namespace utils {
|
||||
|
||||
nxt::ShaderModule CreateShaderModule(const nxt::Device& device, nxt::ShaderStage stage, const char* source) {
|
||||
shaderc::Compiler compiler;
|
||||
shaderc::CompileOptions options;
|
||||
|
||||
shaderc_shader_kind kind;
|
||||
switch (stage) {
|
||||
case nxt::ShaderStage::Vertex:
|
||||
kind = shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
case nxt::ShaderStage::Fragment:
|
||||
kind = shaderc_glsl_fragment_shader;
|
||||
break;
|
||||
case nxt::ShaderStage::Compute:
|
||||
kind = shaderc_glsl_compute_shader;
|
||||
break;
|
||||
}
|
||||
|
||||
auto result = compiler.CompileGlslToSpv(source, strlen(source), kind, "myshader?", options);
|
||||
if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
|
||||
std::cerr << result.GetErrorMessage();
|
||||
return {};
|
||||
}
|
||||
|
||||
size_t size = (result.cend() - result.cbegin());
|
||||
|
||||
#ifdef DUMP_SPIRV_ASSEMBLY
|
||||
{
|
||||
auto resultAsm = compiler.CompileGlslToSpvAssembly(source, strlen(source), kind, "myshader?", options);
|
||||
size_t sizeAsm = (resultAsm.cend() - resultAsm.cbegin());
|
||||
|
||||
char* buffer = reinterpret_cast<char*>(malloc(sizeAsm + 1));
|
||||
memcpy(buffer, resultAsm.cbegin(), sizeAsm);
|
||||
buffer[sizeAsm] = '\0';
|
||||
printf("SPIRV ASSEMBLY DUMP START\n%s\nSPIRV ASSEMBLY DUMP END\n", buffer);
|
||||
free(buffer);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef DUMP_SPIRV_JS_ARRAY
|
||||
printf("SPIRV JS ARRAY DUMP START\n");
|
||||
for (size_t i = 0; i < size; i++) {
|
||||
printf("%#010x", result.cbegin()[i]);
|
||||
if ((i + 1) % 4 == 0) {
|
||||
printf(",\n");
|
||||
} else {
|
||||
printf(", ");
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
printf("SPIRV JS ARRAY DUMP END\n");
|
||||
#endif
|
||||
|
||||
return device.CreateShaderModuleBuilder()
|
||||
.SetSource(size, result.cbegin())
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void CreateDefaultRenderPass(const nxt::Device& device, nxt::RenderPass* renderPass, nxt::Framebuffer* framebuffer) {
|
||||
*renderPass = device.CreateRenderPassBuilder()
|
||||
.SetAttachmentCount(1)
|
||||
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.SetSubpassCount(1)
|
||||
.SubpassSetColorAttachment(0, 0, 0)
|
||||
.GetResult();
|
||||
*framebuffer = device.CreateFramebufferBuilder()
|
||||
.SetRenderPass(*renderPass)
|
||||
.SetDimensions(640, 480)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
nxt::Buffer CreateFrozenBufferFromData(const nxt::Device& device, const void* data, uint32_t size, nxt::BufferUsageBit usage) {
|
||||
nxt::Buffer buffer = device.CreateBufferBuilder()
|
||||
.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | usage)
|
||||
.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
|
||||
.SetSize(size)
|
||||
.GetResult();
|
||||
buffer.SetSubData(0, size / sizeof(uint32_t), reinterpret_cast<const uint32_t*>(data));
|
||||
buffer.FreezeUsage(usage);
|
||||
return buffer;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
// 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 <nxt/nxtcpp.h>
|
||||
|
||||
namespace utils {
|
||||
|
||||
nxt::ShaderModule CreateShaderModule(const nxt::Device& device, nxt::ShaderStage stage, const char* source);
|
||||
void CreateDefaultRenderPass(const nxt::Device& device, nxt::RenderPass* renderPass, nxt::Framebuffer* framebuffer);
|
||||
nxt::Buffer CreateFrozenBufferFromData(const nxt::Device& device, const void* data, uint32_t size, nxt::BufferUsageBit usage);
|
||||
|
||||
}
|
Loading…
Reference in New Issue