dawn-cmake/examples/CHelloTriangle.cpp
Jiawei Shao 5e811aeee5 Add render pass color and depth stencil attachment descriptor
This patch is the first one of the descriptorization of render pass. In
this patch we add support of RenderPassColorAttachmentDescriptor
and RenderPassDepthStencilAttachmentDescriptor to
RenderPassDescriptorBuilder.

This patch also adds StoreOp to render pass color and depth stencil
attachment descriptor.

RenderPassDescriptorBuilder will be completely removed in the next
patch.

BUG=dawn:6, dawn:49
TEST=dawn_end2end_tests, dawn_unittests

Change-Id: If623b41d04016425efa53932ae1648daf2263675
Reviewed-on: https://dawn-review.googlesource.com/c/3300
Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
2018-12-19 08:21:13 +00:00

176 lines
6.7 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/DawnHelpers.h"
#include "utils/SystemUtils.h"
dawnDevice device;
dawnQueue queue;
dawnSwapChain swapchain;
dawnRenderPipeline pipeline;
dawnTextureFormat swapChainFormat;
void init() {
device = CreateCppDawnDevice().Release();
queue = dawnDeviceCreateQueue(device);
{
dawnSwapChainBuilder builder = dawnDeviceCreateSwapChainBuilder(device);
uint64_t swapchainImpl = GetSwapChainImplementation();
dawnSwapChainBuilderSetImplementation(builder, swapchainImpl);
swapchain = dawnSwapChainBuilderGetResult(builder);
dawnSwapChainBuilderRelease(builder);
}
swapChainFormat = static_cast<dawnTextureFormat>(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), dawn::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, dawn::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;
dawnAttachmentsStateDescriptor attachmentsState;
attachmentsState.nextInChain = nullptr;
attachmentsState.numColorAttachments = 1;
dawnAttachmentDescriptor colorAttachment = {nullptr, swapChainFormat};
attachmentsState.colorAttachments = &colorAttachment;
attachmentsState.hasDepthStencilAttachment = false;
// Even with hasDepthStencilAttachment = false, depthStencilAttachment must point to valid
// data because we don't have optional substructures yet.
attachmentsState.depthStencilAttachment = &colorAttachment;
descriptor.attachmentsState = &attachmentsState;
descriptor.sampleCount = 1;
descriptor.numBlendStates = 1;
dawnBlendStateBuilder blendStateBuilder = dawnDeviceCreateBlendStateBuilder(device);
dawnBlendState blendState = dawnBlendStateBuilderGetResult(blendStateBuilder);
descriptor.blendStates = &blendState;
dawnBlendStateBuilderRelease(blendStateBuilder);
dawnPipelineLayoutDescriptor pl;
pl.nextInChain = nullptr;
pl.numBindGroupLayouts = 0;
pl.bindGroupLayouts = nullptr;
descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
dawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
descriptor.inputState = dawnInputStateBuilderGetResult(inputStateBuilder);
dawnInputStateBuilderRelease(inputStateBuilder);
descriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32;
descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
dawnDepthStencilStateBuilder depthStencilBuilder = dawnDeviceCreateDepthStencilStateBuilder(device);
descriptor.depthStencilState = dawnDepthStencilStateBuilderGetResult(depthStencilBuilder);
dawnDepthStencilStateBuilderRelease(depthStencilBuilder);
pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor);
dawnBlendStateRelease(descriptor.blendStates[0]);
dawnDepthStencilStateRelease(descriptor.depthStencilState);
dawnInputStateRelease(descriptor.inputState);
}
dawnShaderModuleRelease(vsModule);
dawnShaderModuleRelease(fsModule);
}
void frame() {
dawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
dawnTextureView backbufferView;
{
backbufferView = dawnTextureCreateDefaultTextureView(backbuffer);
}
dawnRenderPassDescriptor renderpassInfo;
{
dawnRenderPassDescriptorBuilder builder = dawnDeviceCreateRenderPassDescriptorBuilder(device);
dawnRenderPassColorAttachmentDescriptor 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;
dawnRenderPassDescriptorBuilderSetColorAttachments(builder, 1, &colorAttachment);
renderpassInfo = dawnRenderPassDescriptorBuilderGetResult(builder);
dawnRenderPassDescriptorBuilderRelease(builder);
}
dawnCommandBuffer commands;
{
dawnCommandBufferBuilder builder = dawnDeviceCreateCommandBufferBuilder(device);
dawnRenderPassEncoder pass = dawnCommandBufferBuilderBeginRenderPass(builder, renderpassInfo);
dawnRenderPassEncoderSetRenderPipeline(pass, pipeline);
dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
dawnRenderPassEncoderEndPass(pass);
dawnRenderPassEncoderRelease(pass);
commands = dawnCommandBufferBuilderGetResult(builder);
dawnCommandBufferBuilderRelease(builder);
}
dawnQueueSubmit(queue, 1, &commands);
dawnCommandBufferRelease(commands);
dawnSwapChainPresent(swapchain, backbuffer);
dawnRenderPassDescriptorRelease(renderpassInfo);
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
}