// 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 indexBuffer; nxt::Buffer vertexBuffer; nxt::Texture texture; nxt::Sampler sampler; nxt::Queue queue; nxt::SwapChain swapchain; nxt::TextureView depthStencilView; nxt::RenderPipeline pipeline; nxt::BindGroup bindGroup; void initBuffers() { static const uint32_t indexData[3] = { 0, 1, 2, }; indexBuffer = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::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::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex); } void initTextures() { texture = device.CreateTextureBuilder() .SetDimension(nxt::TextureDimension::e2D) .SetExtent(1024, 1024, 1) .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) .SetMipLevels(1) .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled) .GetResult(); sampler = device.CreateSamplerBuilder() .SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear) .GetResult(); // 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); } nxt::Buffer stagingBuffer = utils::CreateFrozenBufferFromData(device, data.data(), static_cast(data.size()), nxt::BufferUsageBit::TransferSrc); nxt::CommandBuffer copy = device.CreateCommandBufferBuilder() .TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst) .CopyBufferToTexture(stagingBuffer, 0, 0, texture, 0, 0, 0, 1024, 1024, 1, 0) .GetResult(); queue.Submit(1, ©); texture.FreezeUsage(nxt::TextureUsageBit::Sampled); } void init() { device = CreateCppNXTDevice(); queue = device.CreateQueueBuilder().GetResult(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), nxt::TextureUsageBit::OutputAttachment, 640, 480); initBuffers(); initTextures(); 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(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, nxt::VertexFormat::FloatR32G32B32A32, 0) .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) .GetResult(); nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1) .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1) .GetResult(); nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() .SetBindGroupLayout(0, bgl) .GetResult(); depthStencilView = CreateDefaultDepthStencilView(device); pipeline = device.CreateRenderPipelineBuilder() .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat()) .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint) .SetLayout(pl) .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") .SetIndexFormat(nxt::IndexFormat::Uint32) .SetInputState(inputState) .GetResult(); nxt::TextureView view = texture.CreateTextureViewBuilder().GetResult(); bindGroup = device.CreateBindGroupBuilder() .SetLayout(bgl) .SetUsage(nxt::BindGroupUsage::Frozen) .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;} nxt::Texture backbuffer; nxt::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); static const uint32_t vertexBufferOffsets[1] = {0}; nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() .BeginRenderPass(renderPass) .SetRenderPipeline(pipeline) .SetBindGroup(0, bindGroup) .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) .SetIndexBuffer(indexBuffer, 0) .DrawElements(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 }