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Split Pipeline in Render and Compute, examples part
This commit is contained in:
committed by
Corentin Wallez
parent
b085eecb31
commit
66ff447216
@@ -21,11 +21,11 @@
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nxt::Device device;
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nxt::Queue queue;
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nxt::Buffer buffer;
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nxt::Pipeline renderPipeline;
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nxt::RenderPipeline renderPipeline;
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nxt::BindGroup renderBindGroup;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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nxt::Pipeline computePipeline;
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nxt::ComputePipeline computePipeline;
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nxt::BindGroup computeBindGroup;
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void init() {
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@@ -67,7 +67,7 @@ void init() {
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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computePipeline = device.CreatePipelineBuilder()
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computePipeline = device.CreateComputePipelineBuilder()
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Compute, module, "main")
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.GetResult();
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@@ -109,7 +109,7 @@ void init() {
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.GetResult();
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utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
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renderPipeline = device.CreatePipelineBuilder()
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renderPipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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@@ -127,7 +127,7 @@ void init() {
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void frame() {
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginComputePass()
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.SetPipeline(computePipeline)
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.SetComputePipeline(computePipeline)
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Storage)
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.SetBindGroup(0, computeBindGroup)
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.Dispatch(1, 1, 1)
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@@ -135,7 +135,7 @@ void frame() {
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetPipeline(renderPipeline)
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.SetRenderPipeline(renderPipeline)
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
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.SetBindGroup(0, renderBindGroup)
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.DrawArrays(3, 1, 0, 0)
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