dawn-cmake/examples/CppHelloTriangle.cpp
Yunchao He b2207737ab Construct VertexAttributeDescriptor, in order to match web idl
The parameters about vertex attribute were encapsulated in
VertexAttributeDescriptor in web idl. This change construct
this descriptor accordingly.

BUG=dawn:107

Change-Id: Ia1c6e53af951d8f2a0c0b69bdca09291c2661e50
Reviewed-on: https://dawn-review.googlesource.com/c/4620
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Yunchao He <yunchao.he@intel.com>
2019-02-14 00:35:39 +00:00

194 lines
6.5 KiB
C++

// 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/DawnHelpers.h"
#include "utils/SystemUtils.h"
#include <vector>
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.arraySize = 1;
descriptor.sampleCount = 1;
descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
descriptor.levelCount = 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<uint8_t> data(4 * 1024 * 1024, 0);
for (size_t i = 0; i < data.size(); ++i) {
data[i] = static_cast<uint8_t>(i % 253);
}
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsageBit::TransferSrc);
dawn::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
dawn::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
dawn::Extent3D copySize = {1024, 1024, 1};
dawn::CommandBuffer copy =
device.CreateCommandBufferBuilder()
.CopyBufferToTexture(&bufferCopyView, &textureCopyView, &copySize)
.GetResult();
queue.Submit(1, &copy);
}
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));
})");
dawn::VertexAttributeDescriptor attribute;
attribute.shaderLocation = 0;
attribute.inputSlot = 0;
attribute.offset = 0;
attribute.format = dawn::VertexFormat::FloatR32G32B32A32;
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(&attribute)
.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);
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.inputState = inputState;
descriptor.cAttachmentsState.hasDepthStencilAttachment = true;
descriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
descriptor.cColorAttachments[0]->format = GetPreferredSwapChainTextureFormat();
pipeline = device.CreateRenderPipeline(&descriptor);
dawn::TextureView view = texture.CreateDefaultTextureView();
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;}
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.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
pass.SetIndexBuffer(indexBuffer, 0);
pass.DrawIndexed(3, 1, 0, 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
}