dawn-cmake/examples/HelloUBO.cpp

123 lines
3.6 KiB
C++

// Copyright 2017 The NXT 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 "Utils.h"
#include <unistd.h>
nxt::Device device;
nxt::Queue queue;
nxt::Pipeline pipeline;
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
nxt::Buffer buffer;
nxt::BindGroup bindGroup;
struct {uint32_t a; float b;} s;
void init() {
nxtProcTable procs;
GetProcTableAndDevice(&procs, &device);
nxtSetProcs(&procs);
queue = device.CreateQueueBuilder().GetResult();
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform myBlock {
int a;
float b;
} myUbo;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
})"
);
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
CreateDefaultRenderPass(device, &renderpass, &framebuffer);
pipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
buffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(s))
.GetResult();
nxt::BufferView view = buffer.CreateBufferViewBuilder()
.SetExtent(0, sizeof(s))
.GetResult();
bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &view)
.GetResult();
}
void frame() {
s.a = (s.a + 1) % 256;
s.b += 0.02;
if (s.b >= 1.0f) {s.b = 0.0f;}
buffer.TransitionUsage(nxt::BufferUsageBit::Mapped);
buffer.SetSubData(0, sizeof(s) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&s));
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.SetPipeline(pipeline)
.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
.SetBindGroup(0, bindGroup)
.DrawArrays(3, 1, 0, 0)
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
SwapBuffers();
}
int main(int argc, const char* argv[]) {
if (!InitUtils(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
usleep(16000);
}
// TODO release stuff
}