// 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); { DawnSwapChainDescriptor descriptor; descriptor.nextInChain = nullptr; descriptor.implementation = GetSwapChainImplementation(); swapchain = dawnDeviceCreateSwapChain(device, &descriptor); } 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), utils::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, utils::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; descriptor.sampleCount = 1; DawnBlendDescriptor blendDescriptor; blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD; blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE; blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE; DawnColorStateDescriptor colorStateDescriptor; colorStateDescriptor.nextInChain = nullptr; colorStateDescriptor.format = swapChainFormat; colorStateDescriptor.alphaBlend = blendDescriptor; colorStateDescriptor.colorBlend = blendDescriptor; colorStateDescriptor.writeMask = DAWN_COLOR_WRITE_MASK_ALL; descriptor.colorStateCount = 1; DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor}; descriptor.colorStates = colorStatesPtr; DawnPipelineLayoutDescriptor pl; pl.nextInChain = nullptr; pl.bindGroupLayoutCount = 0; pl.bindGroupLayouts = nullptr; descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl); DawnVertexInputDescriptor vertexInput; vertexInput.nextInChain = nullptr; vertexInput.indexFormat = DAWN_INDEX_FORMAT_UINT32; vertexInput.bufferCount = 0; vertexInput.buffers = nullptr; descriptor.vertexInput = &vertexInput; DawnRasterizationStateDescriptor rasterizationState; rasterizationState.nextInChain = nullptr; rasterizationState.frontFace = DAWN_FRONT_FACE_CCW; rasterizationState.cullMode = DAWN_CULL_MODE_NONE; rasterizationState.depthBias = 0; rasterizationState.depthBiasSlopeScale = 0.0; rasterizationState.depthBiasClamp = 0.0; descriptor.rasterizationState = &rasterizationState; descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; descriptor.depthStencilState = nullptr; pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor); } dawnShaderModuleRelease(vsModule); dawnShaderModuleRelease(fsModule); } void frame() { DawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain); DawnTextureView backbufferView; { backbufferView = dawnTextureCreateDefaultView(backbuffer); } DawnRenderPassDescriptor renderpassInfo; DawnRenderPassColorAttachmentDescriptor colorAttachment; DawnRenderPassColorAttachmentDescriptor* colorAttachments = {&colorAttachment}; { colorAttachment.attachment = backbufferView; colorAttachment.resolveTarget = nullptr; colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f }; colorAttachment.loadOp = DAWN_LOAD_OP_CLEAR; colorAttachment.storeOp = DAWN_STORE_OP_STORE; renderpassInfo.colorAttachmentCount = 1; renderpassInfo.colorAttachments = &colorAttachments; renderpassInfo.depthStencilAttachment = nullptr; } DawnCommandBuffer commands; { DawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device, nullptr); DawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo); dawnRenderPassEncoderSetPipeline(pass, pipeline); dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0); dawnRenderPassEncoderEndPass(pass); dawnRenderPassEncoderRelease(pass); commands = dawnCommandEncoderFinish(encoder, nullptr); dawnCommandEncoderRelease(encoder); } dawnQueueSubmit(queue, 1, &commands); dawnCommandBufferRelease(commands); dawnSwapChainPresent(swapchain, backbuffer); 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 }