// 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/SystemUtils.h" #include "utils/WGPUHelpers.h" WGPUDevice device; WGPUQueue queue; WGPUSwapChain swapchain; WGPURenderPipeline pipeline; WGPUTextureFormat swapChainFormat; void init() { device = CreateCppDawnDevice().Release(); queue = wgpuDeviceGetQueue(device); { WGPUSwapChainDescriptor descriptor = {}; descriptor.implementation = GetSwapChainImplementation(); swapchain = wgpuDeviceCreateSwapChain(device, nullptr, &descriptor); } swapChainFormat = static_cast(GetPreferredSwapChainTextureFormat()); wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_RenderAttachment, 640, 480); const char* vs = "[[builtin(vertex_index)]] var VertexIndex : u32;\n" "[[builtin(position)]] var Position : vec4;\n" "const pos : array, 3> = array, 3>(\n" " vec2( 0.0, 0.5),\n" " vec2(-0.5, -0.5),\n" " vec2( 0.5, -0.5)\n" ");\n" "[[stage(vertex)]] fn main() {\n" " Position = vec4(pos[VertexIndex], 0.0, 1.0);\n" " return;\n" "}\n"; WGPUShaderModule vsModule = utils::CreateShaderModule(device, vs).Release(); const char* fs = "[[location(0)]] var fragColor : vec4;\n" "[[stage(fragment)]] fn main() {\n" " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" " return;\n" "}\n"; WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release(); { WGPURenderPipelineDescriptor2 descriptor = {}; // Fragment state WGPUBlendState blend = {}; blend.color.operation = WGPUBlendOperation_Add; blend.color.srcFactor = WGPUBlendFactor_One; blend.color.dstFactor = WGPUBlendFactor_One; blend.alpha.operation = WGPUBlendOperation_Add; blend.alpha.srcFactor = WGPUBlendFactor_One; blend.alpha.dstFactor = WGPUBlendFactor_One; WGPUColorTargetState colorTarget = {}; colorTarget.format = swapChainFormat; colorTarget.blend = &blend; colorTarget.writeMask = WGPUColorWriteMask_All; WGPUFragmentState fragment = {}; fragment.module = fsModule; fragment.entryPoint = "main"; fragment.targetCount = 1; fragment.targets = &colorTarget; descriptor.fragment = &fragment; // Other state descriptor.layout = nullptr; descriptor.depthStencil = nullptr; descriptor.vertex.module = vsModule; descriptor.vertex.entryPoint = "main"; descriptor.vertex.bufferCount = 0; descriptor.vertex.buffers = nullptr; descriptor.multisample.count = 1; descriptor.multisample.mask = 0xFFFFFFFF; descriptor.multisample.alphaToCoverageEnabled = false; descriptor.primitive.frontFace = WGPUFrontFace_CCW; descriptor.primitive.cullMode = WGPUCullMode_None; descriptor.primitive.topology = WGPUPrimitiveTopology_TriangleList; descriptor.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; pipeline = wgpuDeviceCreateRenderPipeline2(device, &descriptor); } wgpuShaderModuleRelease(vsModule); wgpuShaderModuleRelease(fsModule); } void frame() { WGPUTextureView backbufferView = wgpuSwapChainGetCurrentTextureView(swapchain); WGPURenderPassDescriptor renderpassInfo = {}; WGPURenderPassColorAttachmentDescriptor colorAttachment = {}; { colorAttachment.attachment = backbufferView; colorAttachment.resolveTarget = nullptr; colorAttachment.clearColor = {0.0f, 0.0f, 0.0f, 0.0f}; colorAttachment.loadOp = WGPULoadOp_Clear; colorAttachment.storeOp = WGPUStoreOp_Store; renderpassInfo.colorAttachmentCount = 1; renderpassInfo.colorAttachments = &colorAttachment; renderpassInfo.depthStencilAttachment = nullptr; } WGPUCommandBuffer commands; { WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, nullptr); WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &renderpassInfo); wgpuRenderPassEncoderSetPipeline(pass, pipeline); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); wgpuRenderPassEncoderEndPass(pass); wgpuRenderPassEncoderRelease(pass); commands = wgpuCommandEncoderFinish(encoder, nullptr); wgpuCommandEncoderRelease(encoder); } wgpuQueueSubmit(queue, 1, &commands); wgpuCommandBufferRelease(commands); wgpuSwapChainPresent(swapchain); wgpuTextureViewRelease(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 }