135 lines
4.2 KiB
C++
135 lines
4.2 KiB
C++
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "SampleUtils.h"
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#include "utils/NXTHelpers.h"
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#include "utils/SystemUtils.h"
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nxt::Device device;
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nxt::Queue queue;
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nxt::SwapChain swapchain;
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nxt::TextureView depthStencilView;
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nxt::RenderPipeline pipeline;
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nxt::RenderPass renderpass;
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nxt::Buffer buffer;
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nxt::BindGroup bindGroup;
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struct {uint32_t a; float b;} s;
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void init() {
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device = CreateCppNXTDevice();
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queue = device.CreateQueueBuilder().GetResult();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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nxt::TextureUsageBit::OutputAttachment, 640, 480);
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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void main() {
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gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform myBlock {
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int a;
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float b;
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} myUbo;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
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})");
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
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.GetResult();
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nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
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.SetBindGroupLayout(0, bgl)
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.GetResult();
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renderpass = CreateDefaultRenderPass(device);
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depthStencilView = CreateDefaultDepthStencilView(device);
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pipeline = device.CreateRenderPipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetLayout(pl)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.GetResult();
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buffer = device.CreateBufferBuilder()
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.SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
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.SetInitialUsage(nxt::BufferUsageBit::TransferDst)
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.SetSize(sizeof(s))
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.GetResult();
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nxt::BufferView view = buffer.CreateBufferViewBuilder()
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.SetExtent(0, sizeof(s))
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.GetResult();
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bindGroup = device.CreateBindGroupBuilder()
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.SetLayout(bgl)
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.SetUsage(nxt::BindGroupUsage::Frozen)
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.SetBufferViews(0, 1, &view)
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.GetResult();
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}
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void frame() {
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s.a = (s.a + 1) % 256;
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s.b += 0.02f;
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if (s.b >= 1.0f) {s.b = 0.0f;}
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buffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
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buffer.SetSubData(0, sizeof(s), reinterpret_cast<uint8_t*>(&s));
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nxt::Texture backbuffer;
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nxt::Framebuffer framebuffer;
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GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderpass, framebuffer)
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.BeginRenderSubpass()
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.SetRenderPipeline(pipeline)
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.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
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.SetBindGroup(0, bindGroup)
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.DrawArrays(3, 1, 0, 0)
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.EndRenderSubpass()
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.EndRenderPass()
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.GetResult();
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queue.Submit(1, &commands);
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backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
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swapchain.Present(backbuffer);
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DoFlush();
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
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