// 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" #include nxt::Device device; nxt::Buffer vertexBuffer; nxt::Queue queue; nxt::SwapChain swapchain; nxt::TextureView depthStencilView; nxt::RenderPipeline pipeline; 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 = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex); } void init() { device = CreateCppNXTDevice(); queue = device.CreateQueueBuilder().GetResult(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), nxt::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })" ); nxt::ShaderModule fsModule = utils::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(); depthStencilView = CreateDefaultDepthStencilView(device); pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetInputState(inputState) .GetResult(); } void frame() { nxt::Texture backbuffer; nxt::RenderPassInfo renderPass; GetNextRenderPassInfo(device, swapchain, depthStencilView, &backbuffer, &renderPass); static const uint32_t vertexBufferOffsets[1] = {0}; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .SetRenderPipeline(pipeline) .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) .DrawArrays(3, 1, 0, 0) .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 }