// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "SampleUtils.h" #include "utils/DawnHelpers.h" #include "utils/SystemUtils.h" dawnDevice device; dawnQueue queue; dawnSwapChain swapchain; dawnRenderPipeline pipeline; dawnTextureFormat swapChainFormat; void init() { device = CreateCppDawnDevice().Release(); queue = dawnDeviceCreateQueue(device); { dawnSwapChainBuilder builder = dawnDeviceCreateSwapChainBuilder(device); uint64_t swapchainImpl = GetSwapChainImplementation(); dawnSwapChainBuilderSetImplementation(builder, swapchainImpl); swapchain = dawnSwapChainBuilderGetResult(builder); dawnSwapChainBuilderRelease(builder); } swapChainFormat = static_cast(GetPreferredSwapChainTextureFormat()); dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT, 640, 480); const char* vs = "#version 450\n" "const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n" "void main() {\n" " gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n" "}\n"; dawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release(); const char* fs = "#version 450\n" "layout(location = 0) out vec4 fragColor;" "void main() {\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" "}\n"; dawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release(); { dawnRenderPipelineBuilder builder = dawnDeviceCreateRenderPipelineBuilder(device); dawnRenderPipelineBuilderSetColorAttachmentFormat(builder, 0, swapChainFormat); dawnRenderPipelineBuilderSetStage(builder, DAWN_SHADER_STAGE_VERTEX, vsModule, "main"); dawnRenderPipelineBuilderSetStage(builder, DAWN_SHADER_STAGE_FRAGMENT, fsModule, "main"); pipeline = dawnRenderPipelineBuilderGetResult(builder); dawnRenderPipelineBuilderRelease(builder); } dawnShaderModuleRelease(vsModule); dawnShaderModuleRelease(fsModule); } void frame() { dawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain); dawnTextureView backbufferView; { backbufferView = dawnTextureCreateDefaultTextureView(backbuffer); } dawnRenderPassDescriptor renderpassInfo; { dawnRenderPassDescriptorBuilder builder = dawnDeviceCreateRenderPassDescriptorBuilder(device); dawnRenderPassDescriptorBuilderSetColorAttachment(builder, 0, backbufferView, DAWN_LOAD_OP_CLEAR); renderpassInfo = dawnRenderPassDescriptorBuilderGetResult(builder); dawnRenderPassDescriptorBuilderRelease(builder); } dawnCommandBuffer commands; { dawnCommandBufferBuilder builder = dawnDeviceCreateCommandBufferBuilder(device); dawnRenderPassEncoder pass = dawnCommandBufferBuilderBeginRenderPass(builder, renderpassInfo); dawnRenderPassEncoderSetRenderPipeline(pass, pipeline); dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0); dawnRenderPassEncoderEndPass(pass); dawnRenderPassEncoderRelease(pass); commands = dawnCommandBufferBuilderGetResult(builder); dawnCommandBufferBuilderRelease(builder); } dawnQueueSubmit(queue, 1, &commands); dawnCommandBufferRelease(commands); dawnSwapChainPresent(swapchain, backbuffer); dawnRenderPassDescriptorRelease(renderpassInfo); dawnTextureViewRelease(backbufferView); DoFlush(); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { frame(); utils::USleep(16000); } // TODO release stuff }