170 lines
5.9 KiB
C++
170 lines
5.9 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);
|
|
|
|
{
|
|
DawnSwapChainDescriptor descriptor;
|
|
descriptor.nextInChain = nullptr;
|
|
descriptor.implementation = GetSwapChainImplementation();
|
|
swapchain = dawnDeviceCreateSwapChain(device, &descriptor);
|
|
}
|
|
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;
|
|
|
|
descriptor.sampleCount = 1;
|
|
|
|
DawnBlendDescriptor blendDescriptor;
|
|
blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
|
|
blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
|
|
blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
|
|
DawnColorStateDescriptor colorStateDescriptor;
|
|
colorStateDescriptor.nextInChain = nullptr;
|
|
colorStateDescriptor.format = swapChainFormat;
|
|
colorStateDescriptor.alphaBlend = blendDescriptor;
|
|
colorStateDescriptor.colorBlend = blendDescriptor;
|
|
colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
|
|
|
|
descriptor.colorStateCount = 1;
|
|
DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
|
|
descriptor.colorStates = colorStatesPtr;
|
|
|
|
DawnPipelineLayoutDescriptor pl;
|
|
pl.nextInChain = nullptr;
|
|
pl.bindGroupLayoutCount = 0;
|
|
pl.bindGroupLayouts = nullptr;
|
|
descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
|
|
|
|
DawnInputStateDescriptor inputState;
|
|
inputState.nextInChain = nullptr;
|
|
inputState.indexFormat = DAWN_INDEX_FORMAT_UINT32;
|
|
inputState.numInputs = 0;
|
|
inputState.inputs = nullptr;
|
|
inputState.numAttributes = 0;
|
|
inputState.attributes = nullptr;
|
|
descriptor.inputState = &inputState;
|
|
|
|
descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
|
|
|
descriptor.depthStencilState = nullptr;
|
|
|
|
pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor);
|
|
}
|
|
|
|
dawnShaderModuleRelease(vsModule);
|
|
dawnShaderModuleRelease(fsModule);
|
|
}
|
|
|
|
void frame() {
|
|
DawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
|
|
DawnTextureView backbufferView;
|
|
{
|
|
backbufferView = dawnTextureCreateDefaultTextureView(backbuffer);
|
|
}
|
|
DawnRenderPassDescriptor renderpassInfo;
|
|
DawnRenderPassColorAttachmentDescriptor colorAttachment;
|
|
DawnRenderPassColorAttachmentDescriptor* colorAttachments = {&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;
|
|
renderpassInfo.colorAttachmentCount = 1;
|
|
renderpassInfo.colorAttachments = &colorAttachments;
|
|
renderpassInfo.depthStencilAttachment = nullptr;
|
|
}
|
|
DawnCommandBuffer commands;
|
|
{
|
|
DawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device);
|
|
|
|
DawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
|
|
dawnRenderPassEncoderSetPipeline(pass, pipeline);
|
|
dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
|
|
dawnRenderPassEncoderEndPass(pass);
|
|
dawnRenderPassEncoderRelease(pass);
|
|
|
|
commands = dawnCommandEncoderFinish(encoder);
|
|
dawnCommandEncoderRelease(encoder);
|
|
}
|
|
|
|
dawnQueueSubmit(queue, 1, &commands);
|
|
dawnCommandBufferRelease(commands);
|
|
dawnSwapChainPresent(swapchain, backbuffer);
|
|
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
|
|
}
|