// 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/DawnHelpers.h" #include "utils/SystemUtils.h" dawnDevice device; dawnQueue queue; dawnSwapChain swapchain; dawnRenderPipeline pipeline; dawnTextureFormat swapChainFormat; void init() { device = CreateCppDawnDevice().Release(); queue = dawnDeviceCreateQueue(device); { dawnSwapChainBuilder builder = dawnDeviceCreateSwapChainBuilder(device); uint64_t swapchainImpl = GetSwapChainImplementation(); dawnSwapChainBuilderSetImplementation(builder, swapchainImpl); swapchain = dawnSwapChainBuilderGetResult(builder); dawnSwapChainBuilderRelease(builder); } swapChainFormat = static_cast(GetPreferredSwapChainTextureFormat()); dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_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"; dawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::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"; dawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release(); { dawnRenderPipelineDescriptor descriptor; descriptor.nextInChain = nullptr; dawnPipelineStageDescriptor vertexStage; vertexStage.nextInChain = nullptr; vertexStage.module = vsModule; vertexStage.entryPoint = "main"; descriptor.vertexStage = &vertexStage; dawnPipelineStageDescriptor fragmentStage; fragmentStage.nextInChain = nullptr; fragmentStage.module = fsModule; fragmentStage.entryPoint = "main"; descriptor.fragmentStage = &fragmentStage; dawnAttachmentsStateDescriptor attachmentsState; attachmentsState.nextInChain = nullptr; attachmentsState.numColorAttachments = 1; dawnAttachmentDescriptor colorAttachment = {nullptr, swapChainFormat}; attachmentsState.colorAttachments = &colorAttachment; attachmentsState.hasDepthStencilAttachment = false; // Even with hasDepthStencilAttachment = false, depthStencilAttachment must point to valid // data because we don't have optional substructures yet. attachmentsState.depthStencilAttachment = &colorAttachment; descriptor.attachmentsState = &attachmentsState; descriptor.sampleCount = 1; descriptor.numBlendStates = 1; dawnBlendStateBuilder blendStateBuilder = dawnDeviceCreateBlendStateBuilder(device); dawnBlendState blendState = dawnBlendStateBuilderGetResult(blendStateBuilder); descriptor.blendStates = &blendState; dawnBlendStateBuilderRelease(blendStateBuilder); dawnPipelineLayoutDescriptor pl; pl.nextInChain = nullptr; pl.numBindGroupLayouts = 0; pl.bindGroupLayouts = nullptr; descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl); dawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device); descriptor.inputState = dawnInputStateBuilderGetResult(inputStateBuilder); dawnInputStateBuilderRelease(inputStateBuilder); descriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32; descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; dawnDepthStencilStateBuilder depthStencilBuilder = dawnDeviceCreateDepthStencilStateBuilder(device); descriptor.depthStencilState = dawnDepthStencilStateBuilderGetResult(depthStencilBuilder); dawnDepthStencilStateBuilderRelease(depthStencilBuilder); pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor); dawnBlendStateRelease(descriptor.blendStates[0]); dawnDepthStencilStateRelease(descriptor.depthStencilState); dawnInputStateRelease(descriptor.inputState); } dawnShaderModuleRelease(vsModule); dawnShaderModuleRelease(fsModule); } void frame() { dawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain); dawnTextureView backbufferView; { backbufferView = dawnTextureCreateDefaultTextureView(backbuffer); } dawnRenderPassDescriptor renderpassInfo; { dawnRenderPassDescriptorBuilder builder = dawnDeviceCreateRenderPassDescriptorBuilder(device); dawnRenderPassDescriptorBuilderSetColorAttachment(builder, 0, backbufferView, DAWN_LOAD_OP_CLEAR); renderpassInfo = dawnRenderPassDescriptorBuilderGetResult(builder); dawnRenderPassDescriptorBuilderRelease(builder); } dawnCommandBuffer commands; { dawnCommandBufferBuilder builder = dawnDeviceCreateCommandBufferBuilder(device); dawnRenderPassEncoder pass = dawnCommandBufferBuilderBeginRenderPass(builder, renderpassInfo); dawnRenderPassEncoderSetRenderPipeline(pass, pipeline); dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0); dawnRenderPassEncoderEndPass(pass); dawnRenderPassEncoderRelease(pass); commands = dawnCommandBufferBuilderGetResult(builder); dawnCommandBufferBuilderRelease(builder); } dawnQueueSubmit(queue, 1, &commands); dawnCommandBufferRelease(commands); dawnSwapChainPresent(swapchain, backbuffer); dawnRenderPassDescriptorRelease(renderpassInfo); dawnTextureViewRelease(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 }