mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-09 21:47:47 +00:00
Introduce render passes
* First API design (many features missing, including input attachments) * Metal implementation (no OpenGL yet) * Render-to-texture demo (a little broken until we have depth buffers) * Update examples to use render passes
This commit is contained in:
committed by
Kai Ninomiya
parent
ca309db58a
commit
68df8b0a3a
@@ -22,6 +22,8 @@
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nxt::Device device;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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float RandomFloat(float min, float max) {
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float zeroOne = rand() / float(RAND_MAX);
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@@ -103,7 +105,9 @@ void init() {
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})"
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);
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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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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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@@ -129,6 +133,7 @@ void frame() {
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for (int j = 0; j < 50; j++) {
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nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(pipeline)
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.Clone();
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@@ -140,6 +145,7 @@ void frame() {
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i++;
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}
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builder.EndRenderPass();
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commands[j] = builder.GetResult();
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}
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@@ -60,6 +60,10 @@ add_executable(HelloCompute HelloCompute.cpp)
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target_link_libraries(HelloCompute utils)
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SetCXX14(HelloCompute)
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add_executable(RenderToTexture RenderToTexture.cpp)
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target_link_libraries(RenderToTexture utils)
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SetCXX14(RenderToTexture)
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add_executable(Animometer Animometer.cpp)
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target_link_libraries(Animometer utils)
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SetCXX14(Animometer)
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@@ -28,6 +28,8 @@ nxt::Buffer modelBuffer;
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std::array<nxt::Buffer, 2> particleBuffers;
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nxt::Pipeline renderPipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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nxt::Buffer updateParams;
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nxt::Pipeline updatePipeline;
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@@ -134,7 +136,9 @@ 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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renderPipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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@@ -279,11 +283,13 @@ void initCommandBuffers() {
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.SetBindGroup(0, updateBGs[i])
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.Dispatch(kNumParticles, 1, 1)
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.SetPipeline(renderPipeline)
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.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
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.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
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.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
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.DrawArrays(3, kNumParticles, 0, 0)
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(renderPipeline)
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.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
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.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
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.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
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.DrawArrays(3, kNumParticles, 0, 0)
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.EndRenderPass()
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.GetResult();
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}
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@@ -22,6 +22,8 @@ nxt::Queue queue;
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nxt::Buffer buffer;
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nxt::Pipeline 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::BindGroup computeBindGroup;
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@@ -107,7 +109,9 @@ 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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renderPipeline = device.CreatePipelineBuilder()
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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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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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@@ -128,10 +132,12 @@ void frame() {
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.SetBindGroup(0, computeBindGroup)
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.Dispatch(1, 1, 1)
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.SetPipeline(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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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(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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.EndRenderPass()
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.GetResult();
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@@ -24,6 +24,8 @@ nxt::Buffer vertexBuffer;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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void initBuffers() {
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static const uint32_t indexData[3] = {
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@@ -82,7 +84,9 @@ void init() {
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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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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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@@ -92,10 +96,12 @@ void init() {
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void frame() {
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
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.DrawElements(3, 1, 0, 0)
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
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.DrawElements(3, 1, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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@@ -24,6 +24,8 @@ nxt::Buffer instanceBuffer;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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void initBuffers() {
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static const float vertexData[12] = {
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@@ -89,7 +91,9 @@ 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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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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@@ -99,10 +103,12 @@ void init() {
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void frame() {
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetVertexBuffers(1, 1, &instanceBuffer, vertexBufferOffsets)
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.DrawArrays(3, 4, 0, 0)
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetVertexBuffers(1, 1, &instanceBuffer, vertexBufferOffsets)
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.DrawArrays(3, 4, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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@@ -19,6 +19,8 @@
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nxtDevice device;
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nxtQueue queue;
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nxtPipeline pipeline;
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nxtRenderPass renderpass;
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nxtFramebuffer framebuffer;
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void init() {
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nxtProcTable procs;
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@@ -47,8 +49,25 @@ void init() {
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"}\n";
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nxtShaderModule fsModule = CreateShaderModule(device, NXT_SHADER_STAGE_FRAGMENT, fs);
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{
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nxtRenderPassBuilder builder = nxtDeviceCreateRenderPassBuilder(device);
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nxtRenderPassBuilderSetAttachmentCount(builder, 1);
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nxtRenderPassBuilderAttachmentSetFormat(builder, 0, NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM);
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nxtRenderPassBuilderSetSubpassCount(builder, 1);
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nxtRenderPassBuilderSubpassSetColorAttachment(builder, 0, 0, 0);
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renderpass = nxtRenderPassBuilderGetResult(builder);
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nxtRenderPassBuilderRelease(builder);
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}
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{
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nxtFramebufferBuilder builder = nxtDeviceCreateFramebufferBuilder(device);
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nxtFramebufferBuilderSetRenderPass(builder, renderpass);
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nxtFramebufferBuilderSetDimensions(builder, 640, 480);
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framebuffer = nxtFramebufferBuilderGetResult(builder);
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nxtFramebufferBuilderRelease(builder);
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}
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{
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nxtPipelineBuilder builder = nxtDeviceCreatePipelineBuilder(device);
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nxtPipelineBuilderSetSubpass(builder, renderpass, 0);
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nxtPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_VERTEX, vsModule, "main");
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nxtPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_FRAGMENT, fsModule, "main");
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pipeline = nxtPipelineBuilderGetResult(builder);
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@@ -63,8 +82,10 @@ void frame() {
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nxtCommandBuffer commands;
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{
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nxtCommandBufferBuilder builder = nxtDeviceCreateCommandBufferBuilder(device);
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nxtCommandBufferBuilderBeginRenderPass(builder, renderpass, framebuffer);
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nxtCommandBufferBuilderSetPipeline(builder, pipeline);
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nxtCommandBufferBuilderDrawArrays(builder, 3, 1, 0, 0);
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nxtCommandBufferBuilderEndRenderPass(builder);
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commands = nxtCommandBufferBuilderGetResult(builder);
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nxtCommandBufferBuilderRelease(builder);
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}
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@@ -27,6 +27,8 @@ nxt::Sampler sampler;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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nxt::BindGroup bindGroup;
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void initBuffers() {
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@@ -135,7 +137,9 @@ 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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pipeline = device.CreatePipelineBuilder()
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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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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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@@ -159,11 +163,13 @@ void frame() {
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if (s.b >= 1.0f) {s.b = 0.0f;}
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.SetPipeline(pipeline)
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.SetBindGroup(0, bindGroup)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
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.DrawElements(3, 1, 0, 0)
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(pipeline)
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.SetBindGroup(0, bindGroup)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
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.DrawElements(3, 1, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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@@ -19,6 +19,8 @@
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nxt::Device device;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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nxt::Buffer buffer;
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nxt::BindGroup bindGroup;
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@@ -59,7 +61,9 @@ 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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pipeline = device.CreatePipelineBuilder()
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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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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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@@ -91,10 +95,12 @@ void frame() {
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buffer.SetSubData(0, sizeof(s) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&s));
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.SetPipeline(pipeline)
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
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.SetBindGroup(0, bindGroup)
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.DrawArrays(3, 1, 0, 0)
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(pipeline)
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
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.SetBindGroup(0, bindGroup)
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.DrawArrays(3, 1, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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@@ -23,6 +23,8 @@ nxt::Buffer vertexBuffer;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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void initBuffers() {
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static const float vertexData[12] = {
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@@ -59,7 +61,7 @@ void init() {
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nxt::ShaderModule fsModule = 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) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})"
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@@ -70,7 +72,9 @@ void init() {
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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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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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@@ -80,9 +84,11 @@ void init() {
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void frame() {
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.DrawArrays(3, 1, 0, 0)
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.BeginRenderPass(renderpass, framebuffer)
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.DrawArrays(3, 1, 0, 0)
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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235
examples/RenderToTexture.cpp
Normal file
235
examples/RenderToTexture.cpp
Normal file
@@ -0,0 +1,235 @@
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "Utils.h"
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#include <unistd.h>
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#include <vector>
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nxt::Device device;
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nxt::Buffer vertexBuffer;
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nxt::Buffer vertexBufferQuad;
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nxt::Texture renderTarget;
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nxt::TextureView renderTargetView;
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nxt::Sampler samplerPost;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::Pipeline pipelinePost;
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nxt::BindGroup bindGroup;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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void initBuffers() {
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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 = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(vertexData))
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.GetResult();
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vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(vertexData));
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vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
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static const float vertexDataQuad[24] = {
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-1.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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};
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vertexBufferQuad = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
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.SetInitialUsage(nxt::BufferUsageBit::Mapped)
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.SetSize(sizeof(vertexDataQuad))
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.GetResult();
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vertexBufferQuad.SetSubData(0, sizeof(vertexDataQuad) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(vertexDataQuad));
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vertexBufferQuad.FreezeUsage(nxt::BufferUsageBit::Vertex);
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}
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|
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void initTextures() {
|
||||
renderTarget = device.CreateTextureBuilder()
|
||||
.SetDimension(nxt::TextureDimension::e2D)
|
||||
.SetExtent(640, 480, 1)
|
||||
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.SetMipLevels(1)
|
||||
.SetAllowedUsage(nxt::TextureUsageBit::ColorAttachment | nxt::TextureUsageBit::Sampled)
|
||||
.SetInitialUsage(nxt::TextureUsageBit::ColorAttachment)
|
||||
.GetResult();
|
||||
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
|
||||
|
||||
samplerPost = device.CreateSamplerBuilder()
|
||||
.SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void initRenderPass() {
|
||||
renderpass = device.CreateRenderPassBuilder()
|
||||
.SetAttachmentCount(2)
|
||||
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.SetSubpassCount(2)
|
||||
// subpass 0
|
||||
.SubpassSetColorAttachment(0, 0, 0) // -> render target
|
||||
// subpass 1
|
||||
.SubpassSetColorAttachment(1, 0, 1) // -> back buffer
|
||||
.GetResult();
|
||||
framebuffer = device.CreateFramebufferBuilder()
|
||||
.SetRenderPass(renderpass)
|
||||
// attachment 0 -> render target
|
||||
.SetAttachment(0, renderTargetView)
|
||||
// attachment 1 -> back buffer
|
||||
// (implicit) // TODO(kainino@chromium.org): use the texture provided by WSI
|
||||
.SetDimensions(640, 480)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void initPipeline() {
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
gl_Position = pos;
|
||||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
})"
|
||||
);
|
||||
|
||||
auto inputState = device.CreateInputStateBuilder()
|
||||
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
|
||||
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
|
||||
.GetResult();
|
||||
|
||||
pipeline = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 0)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
|
||||
.SetInputState(inputState)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void initPipelinePost() {
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
gl_Position = pos;
|
||||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler samp;
|
||||
layout(set = 0, binding = 1) uniform texture2D tex;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0);
|
||||
})"
|
||||
);
|
||||
|
||||
auto inputState = device.CreateInputStateBuilder()
|
||||
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
|
||||
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
|
||||
.GetResult();
|
||||
|
||||
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
|
||||
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
|
||||
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
|
||||
.GetResult();
|
||||
|
||||
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
|
||||
.SetBindGroupLayout(0, bgl)
|
||||
.GetResult();
|
||||
|
||||
pipelinePost = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 1)
|
||||
.SetLayout(pl)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
|
||||
.SetInputState(inputState)
|
||||
.GetResult();
|
||||
|
||||
bindGroup = device.CreateBindGroupBuilder()
|
||||
.SetLayout(bgl)
|
||||
.SetUsage(nxt::BindGroupUsage::Frozen)
|
||||
.SetSamplers(0, 1, &samplerPost)
|
||||
.SetTextureViews(1, 1, &renderTargetView)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void init() {
|
||||
nxtProcTable procs;
|
||||
GetProcTableAndDevice(&procs, &device);
|
||||
nxtSetProcs(&procs);
|
||||
|
||||
queue = device.CreateQueueBuilder().GetResult();
|
||||
|
||||
initBuffers();
|
||||
initTextures();
|
||||
initRenderPass();
|
||||
initPipeline();
|
||||
initPipelinePost();
|
||||
}
|
||||
|
||||
void frame() {
|
||||
static const uint32_t vertexBufferOffsets[1] = {0};
|
||||
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
|
||||
.BeginRenderPass(renderpass, framebuffer)
|
||||
// renderTarget is not transitioned here because it's implicit in
|
||||
// BeginRenderPass or AdvanceSubpass.
|
||||
.SetPipeline(pipeline)
|
||||
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
|
||||
.DrawArrays(3, 1, 0, 0)
|
||||
.AdvanceSubpass()
|
||||
// renderTarget must be transitioned here because it's Sampled, not
|
||||
// ColorAttachment or InputAttachment.
|
||||
.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
|
||||
.SetPipeline(pipelinePost)
|
||||
.SetBindGroup(0, bindGroup)
|
||||
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
|
||||
.DrawArrays(6, 1, 0, 0)
|
||||
.EndRenderPass()
|
||||
.GetResult();
|
||||
|
||||
queue.Submit(1, &commands);
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
int main(int argc, const char* argv[]) {
|
||||
if (!InitUtils(argc, argv)) {
|
||||
return 1;
|
||||
}
|
||||
init();
|
||||
|
||||
while (!ShouldQuit()) {
|
||||
frame();
|
||||
usleep(16000);
|
||||
}
|
||||
|
||||
// TODO release stuff
|
||||
}
|
||||
@@ -200,6 +200,19 @@ nxt::ShaderModule CreateShaderModule(const nxt::Device& device, nxt::ShaderStage
|
||||
.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();
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
bool InitUtils(int argc, const char** argv) {
|
||||
for (int i = 0; i < argc; i++) {
|
||||
|
||||
@@ -32,6 +32,7 @@ extern "C" {
|
||||
#include <nxt/nxtcpp.h>
|
||||
void GetProcTableAndDevice(nxtProcTable* procs, nxt::Device* device);
|
||||
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);
|
||||
#else
|
||||
void GetProcTableAndDevice(nxtProcTable* procs, nxtDevice* device);
|
||||
nxtShaderModule CreateShaderModule(nxtDevice device, nxtShaderStage stage, const char* source);
|
||||
|
||||
Reference in New Issue
Block a user