122 lines
3.7 KiB
C++
122 lines
3.7 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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#include <vector>
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nxt::Device device;
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nxt::Buffer indexBuffer;
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nxt::Buffer vertexBuffer;
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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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void initBuffers() {
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static const uint32_t indexData[3] = {
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0, 1, 2,
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};
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indexBuffer = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
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static const float vertexData[12] = {
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0.0f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 1.0f,
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};
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vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
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}
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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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initBuffers();
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nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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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(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
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.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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pipeline = device.CreateRenderPipelineBuilder()
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.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
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.SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetIndexFormat(nxt::IndexFormat::Uint32)
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.SetInputState(inputState)
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.GetResult();
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}
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void frame() {
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nxt::Texture backbuffer;
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nxt::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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static const uint32_t vertexBufferOffsets[1] = {0};
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nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
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.BeginRenderPass(renderPass)
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.SetRenderPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.SetIndexBuffer(indexBuffer, 0)
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.DrawElements(3, 1, 0, 0)
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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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