// 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 "Utils.h" #include nxt::Device device; nxt::Buffer vertexBuffer; nxt::Buffer vertexBufferQuad; nxt::Texture renderTarget; nxt::TextureView renderTargetView; nxt::Sampler samplerPost; nxt::Queue queue; nxt::Pipeline pipeline; nxt::Pipeline pipelinePost; nxt::BindGroup bindGroup; nxt::RenderPass renderpass; nxt::Framebuffer framebuffer; void initBuffers() { static const float vertexData[12] = { 0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 1.0f, }; vertexBuffer = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex) .SetInitialUsage(nxt::BufferUsageBit::Mapped) .SetSize(sizeof(vertexData)) .GetResult(); vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t), reinterpret_cast(vertexData)); vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex); static const float vertexDataQuad[24] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, }; vertexBufferQuad = device.CreateBufferBuilder() .SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex) .SetInitialUsage(nxt::BufferUsageBit::Mapped) .SetSize(sizeof(vertexDataQuad)) .GetResult(); vertexBufferQuad.SetSubData(0, sizeof(vertexDataQuad) / sizeof(uint32_t), reinterpret_cast(vertexDataQuad)); vertexBufferQuad.FreezeUsage(nxt::BufferUsageBit::Vertex); } void initTextures() { renderTarget = device.CreateTextureBuilder() .SetDimension(nxt::TextureDimension::e2D) .SetExtent(640, 480, 1) .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) .SetMipLevels(1) .SetAllowedUsage(nxt::TextureUsageBit::ColorAttachment | nxt::TextureUsageBit::Sampled) .SetInitialUsage(nxt::TextureUsageBit::ColorAttachment) .GetResult(); renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult(); samplerPost = device.CreateSamplerBuilder() .SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear) .GetResult(); } void initRenderPass() { renderpass = device.CreateRenderPassBuilder() .SetAttachmentCount(2) .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) .AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm) .SetSubpassCount(2) // subpass 0 .SubpassSetColorAttachment(0, 0, 0) // -> render target // subpass 1 .SubpassSetColorAttachment(1, 0, 1) // -> back buffer .GetResult(); framebuffer = device.CreateFramebufferBuilder() .SetRenderPass(renderpass) // attachment 0 -> render target .SetAttachment(0, renderTargetView) // attachment 1 -> back buffer // (implicit) // TODO(kainino@chromium.org): use the texture provided by WSI .SetDimensions(640, 480) .GetResult(); } void initPipeline() { nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })" ); nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; void main() { fragColor = vec4(1.0, 0.0, 0.0, 1.0); })" ); auto inputState = device.CreateInputStateBuilder() .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0) .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) .GetResult(); pipeline = device.CreatePipelineBuilder() .SetSubpass(renderpass, 0) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .GetResult(); } void initPipelinePost() { nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })" ); nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( #version 450 layout(set = 0, binding = 0) uniform sampler samp; layout(set = 0, binding = 1) uniform texture2D tex; layout(location = 0) out vec4 fragColor; void main() { fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0); })" ); auto inputState = device.CreateInputStateBuilder() .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0) .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) .GetResult(); nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1) .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1) .GetResult(); nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() .SetBindGroupLayout(0, bgl) .GetResult(); pipelinePost = device.CreatePipelineBuilder() .SetSubpass(renderpass, 1) .SetLayout(pl) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .GetResult(); bindGroup = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetUsage(nxt::BindGroupUsage::Frozen) .SetSamplers(0, 1, &samplerPost) .SetTextureViews(1, 1, &renderTargetView) .GetResult(); } void init() { device = CreateCppNXTDevice(); queue = device.CreateQueueBuilder().GetResult(); initBuffers(); initTextures(); initRenderPass(); initPipeline(); initPipelinePost(); } void frame() { static const uint32_t vertexBufferOffsets[1] = {0}; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderpass, framebuffer) // renderTarget is not transitioned here because it's implicit in // BeginRenderPass or AdvanceSubpass. .SetPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) .DrawArrays(3, 1, 0, 0) .AdvanceSubpass() // renderTarget must be transitioned here because it's Sampled, not // ColorAttachment or InputAttachment. .TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled) .SetPipeline(pipelinePost) .SetBindGroup(0, bindGroup) .SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets) .DrawArrays(6, 1, 0, 0) .EndRenderPass() .GetResult(); queue.Submit(1, &commands); DoSwapBuffers(); } int main(int argc, const char* argv[]) { if (!InitUtils(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { frame(); USleep(16000); } // TODO release stuff }