// 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" nxtDevice device; nxtQueue queue; nxtSwapChain swapchain; nxtRenderPipeline pipeline; nxtTextureFormat swapChainFormat; void init() { device = CreateCppNXTDevice().Release(); queue = nxtDeviceCreateQueue(device); { nxtSwapChainBuilder builder = nxtDeviceCreateSwapChainBuilder(device); uint64_t swapchainImpl = GetSwapChainImplementation(); nxtSwapChainBuilderSetImplementation(builder, swapchainImpl); swapchain = nxtSwapChainBuilderGetResult(builder); nxtSwapChainBuilderRelease(builder); } swapChainFormat = static_cast(GetPreferredSwapChainTextureFormat()); nxtSwapChainConfigure(swapchain, swapChainFormat, NXT_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"; nxtShaderModule vsModule = utils::CreateShaderModule(nxt::Device(device), nxt::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"; nxtShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, fs).Release(); { nxtRenderPipelineBuilder builder = nxtDeviceCreateRenderPipelineBuilder(device); nxtRenderPipelineBuilderSetColorAttachmentFormat(builder, 0, swapChainFormat); nxtRenderPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_VERTEX, vsModule, "main"); nxtRenderPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_FRAGMENT, fsModule, "main"); pipeline = nxtRenderPipelineBuilderGetResult(builder); nxtRenderPipelineBuilderRelease(builder); } nxtShaderModuleRelease(vsModule); nxtShaderModuleRelease(fsModule); } void frame() { nxtTexture backbuffer = nxtSwapChainGetNextTexture(swapchain); nxtTextureView backbufferView; { nxtTextureViewBuilder builder = nxtTextureCreateTextureViewBuilder(backbuffer); backbufferView = nxtTextureViewBuilderGetResult(builder); nxtTextureViewBuilderRelease(builder); } nxtRenderPassDescriptor renderpassInfo; { nxtRenderPassDescriptorBuilder builder = nxtDeviceCreateRenderPassDescriptorBuilder(device); nxtRenderPassDescriptorBuilderSetColorAttachment(builder, 0, backbufferView, NXT_LOAD_OP_CLEAR); renderpassInfo = nxtRenderPassDescriptorBuilderGetResult(builder); nxtRenderPassDescriptorBuilderRelease(builder); } nxtCommandBuffer commands; { nxtCommandBufferBuilder builder = nxtDeviceCreateCommandBufferBuilder(device); nxtCommandBufferBuilderBeginRenderPass(builder, renderpassInfo); nxtCommandBufferBuilderSetRenderPipeline(builder, pipeline); nxtCommandBufferBuilderDrawArrays(builder, 3, 1, 0, 0); nxtCommandBufferBuilderEndRenderPass(builder); commands = nxtCommandBufferBuilderGetResult(builder); nxtCommandBufferBuilderRelease(builder); } nxtQueueSubmit(queue, 1, &commands); nxtCommandBufferRelease(commands); nxtTextureTransitionUsage(backbuffer, NXT_TEXTURE_USAGE_BIT_PRESENT); nxtSwapChainPresent(swapchain, backbuffer); nxtRenderPassDescriptorRelease(renderpassInfo); nxtTextureViewRelease(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 }