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https://github.com/encounter/dawn-cmake.git
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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 @@ 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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