221 lines
7.2 KiB
C++
221 lines
7.2 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 <vector>
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nxt::Device device;
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nxt::Buffer vertexBuffer;
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nxt::Buffer vertexBufferQuad;
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nxt::Texture renderTarget;
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nxt::TextureView renderTargetView;
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nxt::Sampler samplerPost;
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nxt::Queue queue;
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nxt::Pipeline pipeline;
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nxt::Pipeline pipelinePost;
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nxt::BindGroup bindGroup;
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nxt::RenderPass renderpass;
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nxt::Framebuffer framebuffer;
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void initBuffers() {
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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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static const float vertexDataQuad[24] = {
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-1.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.0f, 1.0f,
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};
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vertexBufferQuad = utils::CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
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}
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void initTextures() {
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renderTarget = device.CreateTextureBuilder()
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.SetDimension(nxt::TextureDimension::e2D)
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.SetExtent(640, 480, 1)
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.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
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.SetMipLevels(1)
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.SetAllowedUsage(nxt::TextureUsageBit::ColorAttachment | nxt::TextureUsageBit::Sampled)
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.SetInitialUsage(nxt::TextureUsageBit::ColorAttachment)
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.GetResult();
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renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
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samplerPost = device.CreateSamplerBuilder()
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.SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear)
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.GetResult();
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}
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void initRenderPass() {
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renderpass = device.CreateRenderPassBuilder()
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.SetAttachmentCount(2)
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.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
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.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
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.SetSubpassCount(2)
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// subpass 0
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.SubpassSetColorAttachment(0, 0, 0) // -> render target
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// subpass 1
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.SubpassSetColorAttachment(1, 0, 1) // -> back buffer
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.GetResult();
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framebuffer = device.CreateFramebufferBuilder()
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.SetRenderPass(renderpass)
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// attachment 0 -> render target
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.SetAttachment(0, renderTargetView)
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// attachment 1 -> back buffer
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// (implicit) // TODO(kainino@chromium.org): use the texture provided by WSI
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.SetDimensions(640, 480)
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.GetResult();
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}
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void initPipeline() {
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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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);
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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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pipeline = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 0)
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.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
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.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
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.SetInputState(inputState)
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.GetResult();
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}
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void initPipelinePost() {
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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(set = 0, binding = 0) uniform sampler samp;
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layout(set = 0, binding = 1) uniform texture2D tex;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0);
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})"
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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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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 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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pipelinePost = device.CreatePipelineBuilder()
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.SetSubpass(renderpass, 1)
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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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.SetInputState(inputState)
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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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.SetSamplers(0, 1, &samplerPost)
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.SetTextureViews(1, 1, &renderTargetView)
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.GetResult();
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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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initBuffers();
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initTextures();
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initRenderPass();
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initPipeline();
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initPipelinePost();
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}
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void frame() {
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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, framebuffer)
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// renderTarget is not transitioned here because it's implicit in
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// BeginRenderPass or AdvanceSubpass.
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.SetPipeline(pipeline)
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.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
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.DrawArrays(3, 1, 0, 0)
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.AdvanceSubpass()
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// renderTarget must be transitioned here because it's Sampled, not
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// ColorAttachment or InputAttachment.
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.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
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.SetPipeline(pipelinePost)
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.SetBindGroup(0, bindGroup)
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.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
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.DrawArrays(6, 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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DoSwapBuffers();
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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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USleep(16000);
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}
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// TODO release stuff
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}
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