dawn-cmake/examples/CHelloTriangle.cpp
Kai Ninomiya ee7b6b1b62 Update SwapChain to configure texture usage
Explicitly configure swap chain usage in bindings and examples

Fix missing case in switch

Make swap chain Present usage implicit

Author: Austin Eng <enga@google.com>
2017-09-15 14:02:02 -07:00

135 lines
5.0 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 "SampleUtils.h"
#include "utils/NXTHelpers.h"
#include "utils/SystemUtils.h"
nxtDevice device;
nxtQueue queue;
nxtSwapChain swapchain;
nxtRenderPipeline pipeline;
nxtRenderPass renderpass;
void init() {
device = CreateCppNXTDevice().Release();
{
nxtQueueBuilder builder = nxtDeviceCreateQueueBuilder(device);
queue = nxtQueueBuilderGetResult(builder);
nxtQueueBuilderRelease(builder);
}
{
nxtSwapChainBuilder builder = nxtDeviceCreateSwapChainBuilder(device);
uint64_t swapchainImpl = GetSwapChainImplementation();
nxtSwapChainBuilderSetImplementation(builder, swapchainImpl);
swapchain = nxtSwapChainBuilderGetResult(builder);
nxtSwapChainBuilderRelease(builder);
}
nxtSwapChainConfigure(swapchain, NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM, NXT_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT, NXT_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";
nxtShaderModule vsModule = utils::CreateShaderModule(nxt::Device(device), nxt::ShaderStage::Vertex, vs).Release();
const char* fs =
"#version 450\n"
"out vec4 fragColor;"
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
nxtShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, fs).Release();
{
nxtRenderPassBuilder builder = nxtDeviceCreateRenderPassBuilder(device);
nxtRenderPassBuilderSetAttachmentCount(builder, 1);
nxtRenderPassBuilderAttachmentSetFormat(builder, 0, NXT_TEXTURE_FORMAT_R8_G8_B8_A8_UNORM);
nxtRenderPassBuilderSetSubpassCount(builder, 1);
nxtRenderPassBuilderSubpassSetColorAttachment(builder, 0, 0, 0);
renderpass = nxtRenderPassBuilderGetResult(builder);
nxtRenderPassBuilderRelease(builder);
}
{
nxtRenderPipelineBuilder builder = nxtDeviceCreateRenderPipelineBuilder(device);
nxtRenderPipelineBuilderSetSubpass(builder, renderpass, 0);
nxtRenderPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_VERTEX, vsModule, "main");
nxtRenderPipelineBuilderSetStage(builder, NXT_SHADER_STAGE_FRAGMENT, fsModule, "main");
pipeline = nxtRenderPipelineBuilderGetResult(builder);
nxtRenderPipelineBuilderRelease(builder);
}
nxtShaderModuleRelease(vsModule);
nxtShaderModuleRelease(fsModule);
}
void frame() {
nxtTexture backbuffer = nxtSwapChainGetNextTexture(swapchain);
nxtTextureView backbufferView;
{
nxtTextureViewBuilder builder = nxtTextureCreateTextureViewBuilder(backbuffer);
backbufferView = nxtTextureViewBuilderGetResult(builder);
nxtTextureViewBuilderRelease(builder);
}
nxtFramebuffer framebuffer;
{
nxtFramebufferBuilder builder = nxtDeviceCreateFramebufferBuilder(device);
nxtFramebufferBuilderSetRenderPass(builder, renderpass);
nxtFramebufferBuilderSetDimensions(builder, 640, 480);
nxtFramebufferBuilderSetAttachment(builder, 0, backbufferView);
framebuffer = nxtFramebufferBuilderGetResult(builder);
nxtFramebufferBuilderRelease(builder);
}
nxtCommandBuffer commands;
{
nxtCommandBufferBuilder builder = nxtDeviceCreateCommandBufferBuilder(device);
nxtCommandBufferBuilderBeginRenderPass(builder, renderpass, framebuffer);
nxtCommandBufferBuilderBeginRenderSubpass(builder);
nxtCommandBufferBuilderSetRenderPipeline(builder, pipeline);
nxtCommandBufferBuilderDrawArrays(builder, 3, 1, 0, 0);
nxtCommandBufferBuilderEndRenderSubpass(builder);
nxtCommandBufferBuilderEndRenderPass(builder);
commands = nxtCommandBufferBuilderGetResult(builder);
nxtCommandBufferBuilderRelease(builder);
}
nxtQueueSubmit(queue, 1, &commands);
nxtCommandBufferRelease(commands);
nxtTextureTransitionUsage(backbuffer, NXT_TEXTURE_USAGE_BIT_PRESENT);
nxtSwapChainPresent(swapchain, backbuffer);
nxtFramebufferRelease(framebuffer);
nxtTextureViewRelease(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
}