// Copyright 2017 The NXT 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/NXTHelpers.h" #include "utils/SystemUtils.h" nxt::Device device; nxt::Queue queue; nxt::SwapChain swapchain; nxt::TextureView depthStencilView; nxt::RenderPipeline pipeline; nxt::RenderPass renderpass; nxt::Buffer buffer; nxt::BindGroup bindGroup; struct {uint32_t a; float b;} s; void init() { device = CreateCppNXTDevice(); queue = device.CreateQueueBuilder().GetResult(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), nxt::TextureUsageBit::OutputAttachment, 640, 480); nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f)); void main() { gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0); })" ); nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(set = 0, binding = 0) uniform myBlock { int a; float b; } myUbo; layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0); })"); nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1) .GetResult(); nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() .SetBindGroupLayout(0, bgl) .GetResult(); renderpass = CreateDefaultRenderPass(device); depthStencilView = CreateDefaultDepthStencilView(device); pipeline = device.CreateRenderPipelineBuilder() .SetSubpass(renderpass, 0) .SetLayout(pl) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .GetResult(); buffer = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform) .SetInitialUsage(nxt::BufferUsageBit::TransferDst) .SetSize(sizeof(s)) .GetResult(); nxt::BufferView view = buffer.CreateBufferViewBuilder() .SetExtent(0, sizeof(s)) .GetResult(); bindGroup = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetUsage(nxt::BindGroupUsage::Frozen) .SetBufferViews(0, 1, &view) .GetResult(); } void frame() { s.a = (s.a + 1) % 256; s.b += 0.02f; if (s.b >= 1.0f) {s.b = 0.0f;} buffer.TransitionUsage(nxt::BufferUsageBit::TransferDst); buffer.SetSubData(0, sizeof(s), reinterpret_cast(&s)); nxt::Texture backbuffer; nxt::Framebuffer framebuffer; GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer); nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) .BeginRenderSubpass() .SetRenderPipeline(pipeline) .TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform) .SetBindGroup(0, bindGroup) .DrawArrays(3, 1, 0, 0) .EndRenderSubpass() .EndRenderPass() .GetResult(); queue.Submit(1, &commands); backbuffer.TransitionUsage(nxt::TextureUsageBit::Present); swapchain.Present(backbuffer); DoFlush(); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { frame(); utils::USleep(16000); } // TODO release stuff }