// 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" #include dawn::Device device; dawn::Buffer indexBuffer; dawn::Buffer vertexBuffer; dawn::Texture texture; dawn::Sampler sampler; dawn::Queue queue; dawn::SwapChain swapchain; dawn::TextureView depthStencilView; dawn::RenderPipeline pipeline; dawn::BindGroup bindGroup; void initBuffers() { static const uint32_t indexData[3] = { 0, 1, 2, }; indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index); 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::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex); } void initTextures() { dawn::TextureDescriptor descriptor; descriptor.dimension = dawn::TextureDimension::e2D; descriptor.size.width = 1024; descriptor.size.height = 1024; descriptor.size.depth = 1; descriptor.arrayLayer = 1; descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm; descriptor.mipLevel = 1; descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled; texture = device.CreateTexture(&descriptor); dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor(); sampler = device.CreateSampler(&samplerDesc); // Initialize the texture with arbitrary data until we can load images std::vector data(4 * 1024 * 1024, 0); for (size_t i = 0; i < data.size(); ++i) { data[i] = static_cast(i % 253); } dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast(data.size()), dawn::BufferUsageBit::TransferSrc); dawn::CommandBuffer copy = device.CreateCommandBufferBuilder() .CopyBufferToTexture(stagingBuffer, 0, 0, texture, 0, 0, 0, 1024, 1024, 1, 0, 0) .GetResult(); queue.Submit(1, ©); } void init() { device = CreateCppDawnDevice(); queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), dawn::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); initTextures(); dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(location = 0) in vec4 pos; void main() { gl_Position = pos; })" ); dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(set = 0, binding = 0) uniform sampler mySampler; layout(set = 0, binding = 1) uniform texture2D myTexture; layout(location = 0) out vec4 fragColor; void main() { fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0)); })"); auto inputState = device.CreateInputStateBuilder() .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0) .SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex) .GetResult(); auto bgl = utils::MakeBindGroupLayout( device, { {0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler}, {1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture}, }); dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); depthStencilView = CreateDefaultDepthStencilView(device); pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint) .SetLayout(pl) .SetStage(dawn::ShaderStage::Vertex, vsModule, "main") .SetStage(dawn::ShaderStage::Fragment, fsModule, "main") .SetIndexFormat(dawn::IndexFormat::Uint32) .SetInputState(inputState) .GetResult(); dawn::TextureView view = texture.CreateDefaultTextureView(); bindGroup = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetSamplers(0, 1, &sampler) .SetTextureViews(1, 1, &view) .GetResult(); } struct {uint32_t a; float b;} s; void frame() { s.a = (s.a + 1) % 256; s.b += 0.02f; if (s.b >= 1.0f) {s.b = 0.0f;} dawn::Texture backbuffer; dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); static const uint32_t vertexBufferOffsets[1] = {0}; dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder(); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass); pass.SetRenderPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets); pass.SetIndexBuffer(indexBuffer, 0); pass.DrawElements(3, 1, 0, 0); pass.EndPass(); } dawn::CommandBuffer commands = builder.GetResult(); queue.Submit(1, &commands); 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 }