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https://github.com/encounter/dawn-cmake.git
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Make CHelloTriangle in C++ to simplify Utils
The point of CHelloTriangle is to use the C version of NXT, so having the code C++ is still ok.
This commit is contained in:
committed by
Corentin Wallez
parent
6aef6833b7
commit
931e6e82fd
107
examples/CHelloTriangle.cpp
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107
examples/CHelloTriangle.cpp
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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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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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device = CreateCppNXTDevice().Release();
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{
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nxtQueueBuilder builder = nxtDeviceCreateQueueBuilder(device);
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queue = nxtQueueBuilderGetResult(builder);
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nxtQueueBuilderRelease(builder);
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}
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const char* vs =
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"#version 450\n"
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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));\n"
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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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const char* fs =
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"#version 450\n"
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"out vec4 fragColor;"
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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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{
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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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nxtPipelineBuilderRelease(builder);
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}
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nxtShaderModuleRelease(vsModule);
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nxtShaderModuleRelease(fsModule);
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}
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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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nxtQueueSubmit(queue, 1, &commands);
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nxtCommandBufferRelease(commands);
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DoSwapBuffers();
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}
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int main(int argc, const char* argv[]) {
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if (!InitUtils(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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frame();
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USleep(16000);
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}
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// TODO release stuff
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}
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