// 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/ComboRenderPipelineDescriptor.h" #include "utils/ScopedAutoreleasePool.h" #include "utils/SystemUtils.h" #include "utils/WGPUHelpers.h" #include wgpu::Device device; wgpu::Buffer indexBuffer; wgpu::Buffer vertexBuffer; wgpu::Texture texture; wgpu::Sampler sampler; wgpu::Queue queue; wgpu::SwapChain swapchain; wgpu::TextureView depthStencilView; wgpu::RenderPipeline pipeline; wgpu::BindGroup bindGroup; void initBuffers() { static const uint32_t indexData[3] = { 0, 1, 2, }; indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), wgpu::BufferUsage::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), wgpu::BufferUsage::Vertex); } void initTextures() { wgpu::TextureDescriptor descriptor; descriptor.dimension = wgpu::TextureDimension::e2D; descriptor.size.width = 1024; descriptor.size.height = 1024; descriptor.size.depthOrArrayLayers = 1; descriptor.sampleCount = 1; descriptor.format = wgpu::TextureFormat::RGBA8Unorm; descriptor.mipLevelCount = 1; descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding; texture = device.CreateTexture(&descriptor); sampler = device.CreateSampler(); // 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); } wgpu::Buffer stagingBuffer = utils::CreateBufferFromData( device, data.data(), static_cast(data.size()), wgpu::BufferUsage::CopySrc); wgpu::ImageCopyBuffer imageCopyBuffer = utils::CreateImageCopyBuffer(stagingBuffer, 0, 4 * 1024); wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0}); wgpu::Extent3D copySize = {1024, 1024, 1}; wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size); wgpu::CommandBuffer copy = encoder.Finish(); queue.Submit(1, ©); } void init() { device = CreateCppDawnDevice(); queue = device.GetQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment, 640, 480); initBuffers(); initTextures(); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( @stage(vertex) fn main(@location(0) pos : vec4) -> @builtin(position) vec4 { return pos; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( @group(0) @binding(0) var mySampler: sampler; @group(0) @binding(1) var myTexture : texture_2d; @stage(fragment) fn main(@builtin(position) FragCoord : vec4) -> @location(0) vec4 { return textureSample(myTexture, mySampler, FragCoord.xy / vec2(640.0, 480.0)); })"); auto bgl = utils::MakeBindGroupLayout( device, { {0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering}, {1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float}, }); wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl); depthStencilView = CreateDefaultDepthStencilView(device); utils::ComboRenderPipelineDescriptor descriptor; descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); descriptor.vertex.module = vsModule; descriptor.vertex.bufferCount = 1; descriptor.cBuffers[0].arrayStride = 4 * sizeof(float); descriptor.cBuffers[0].attributeCount = 1; descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4; descriptor.cFragment.module = fsModule; descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); pipeline = device.CreateRenderPipeline(&descriptor); wgpu::TextureView view = texture.CreateView(); bindGroup = utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, view}}); } 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; } wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline); pass.SetBindGroup(0, bindGroup); pass.SetVertexBuffer(0, vertexBuffer); pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32); pass.DrawIndexed(3); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); swapchain.Present(); DoFlush(); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { utils::ScopedAutoreleasePool pool; frame(); utils::USleep(16000); } // TODO release stuff }