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:
Kai Ninomiya
2017-05-16 14:04:22 -07:00
committed by Kai Ninomiya
parent ca309db58a
commit 68df8b0a3a
34 changed files with 1305 additions and 54 deletions

View File

@@ -22,6 +22,8 @@ nxt::Queue queue;
nxt::Buffer buffer;
nxt::Pipeline renderPipeline;
nxt::BindGroup renderBindGroup;
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
nxt::Pipeline computePipeline;
nxt::BindGroup computeBindGroup;
@@ -107,7 +109,9 @@ void init() {
.SetBindGroupLayout(0, bgl)
.GetResult();
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
renderPipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
@@ -128,10 +132,12 @@ void frame() {
.SetBindGroup(0, computeBindGroup)
.Dispatch(1, 1, 1)
.SetPipeline(renderPipeline)
.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
.SetBindGroup(0, renderBindGroup)
.DrawArrays(3, 1, 0, 0)
.BeginRenderPass(renderpass, framebuffer)
.SetPipeline(renderPipeline)
.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
.SetBindGroup(0, renderBindGroup)
.DrawArrays(3, 1, 0, 0)
.EndRenderPass()
.GetResult();