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CommandEncoder is the replacement for CommandBufferBuilder. This commit adds the dawn.json definition for it and an initial implementation that wraps CommandBufferBuilder. This is done so that the code can be ported to CommandEncoder gradually, otherwise the commit would be too big and would risk many merge conflicts. This converts all samples and end2end tests to use CommandEncoder. BUG=dawn:8 Change-Id: If4ce86e6fb39ba4e0c2af6328d40e63be17d18c1 Reviewed-on: https://dawn-review.googlesource.com/c/4741 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
168 lines
5.9 KiB
C++
168 lines
5.9 KiB
C++
// Copyright 2017 The Dawn 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/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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dawnDevice device;
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dawnQueue queue;
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dawnSwapChain swapchain;
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dawnRenderPipeline pipeline;
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dawnTextureFormat swapChainFormat;
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void init() {
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device = CreateCppDawnDevice().Release();
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queue = dawnDeviceCreateQueue(device);
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{
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dawnSwapChainDescriptor descriptor;
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descriptor.nextInChain = nullptr;
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descriptor.implementation = GetSwapChainImplementation();
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swapchain = dawnDeviceCreateSwapChain(device, &descriptor);
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}
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swapChainFormat = static_cast<dawnTextureFormat>(GetPreferredSwapChainTextureFormat());
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dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT, 640,
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480);
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const char* vs =
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"#version 450\n"
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"const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n"
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"void main() {\n"
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" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
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"}\n";
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dawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
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const char* fs =
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"#version 450\n"
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"layout(location = 0) out vec4 fragColor;"
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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dawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
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{
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dawnRenderPipelineDescriptor descriptor;
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descriptor.nextInChain = nullptr;
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dawnPipelineStageDescriptor vertexStage;
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vertexStage.nextInChain = nullptr;
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vertexStage.module = vsModule;
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vertexStage.entryPoint = "main";
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descriptor.vertexStage = &vertexStage;
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dawnPipelineStageDescriptor fragmentStage;
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fragmentStage.nextInChain = nullptr;
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fragmentStage.module = fsModule;
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fragmentStage.entryPoint = "main";
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descriptor.fragmentStage = &fragmentStage;
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descriptor.sampleCount = 1;
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descriptor.numColorStates = 1;
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dawnBlendDescriptor blendDescriptor;
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blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD;
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blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE;
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blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE;
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dawnColorStateDescriptor colorStateDescriptor;
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colorStateDescriptor.nextInChain = nullptr;
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colorStateDescriptor.format = swapChainFormat;
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colorStateDescriptor.alphaBlend = blendDescriptor;
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colorStateDescriptor.colorBlend = blendDescriptor;
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colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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descriptor.colorStates = &colorStateDescriptor;
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dawnPipelineLayoutDescriptor pl;
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pl.nextInChain = nullptr;
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pl.numBindGroupLayouts = 0;
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pl.bindGroupLayouts = nullptr;
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descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl);
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dawnInputStateBuilder inputStateBuilder = dawnDeviceCreateInputStateBuilder(device);
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descriptor.inputState = dawnInputStateBuilderGetResult(inputStateBuilder);
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dawnInputStateBuilderRelease(inputStateBuilder);
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descriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32;
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descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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descriptor.depthStencilState = nullptr;
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pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor);
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dawnInputStateRelease(descriptor.inputState);
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}
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dawnShaderModuleRelease(vsModule);
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dawnShaderModuleRelease(fsModule);
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}
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void frame() {
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dawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain);
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dawnTextureView backbufferView;
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{
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backbufferView = dawnTextureCreateDefaultTextureView(backbuffer);
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}
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dawnRenderPassDescriptor renderpassInfo;
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{
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dawnRenderPassDescriptorBuilder builder = dawnDeviceCreateRenderPassDescriptorBuilder(device);
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dawnRenderPassColorAttachmentDescriptor colorAttachment;
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colorAttachment.attachment = backbufferView;
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colorAttachment.resolveTarget = nullptr;
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colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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colorAttachment.loadOp = DAWN_LOAD_OP_CLEAR;
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colorAttachment.storeOp = DAWN_STORE_OP_STORE;
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dawnRenderPassDescriptorBuilderSetColorAttachments(builder, 1, &colorAttachment);
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renderpassInfo = dawnRenderPassDescriptorBuilderGetResult(builder);
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dawnRenderPassDescriptorBuilderRelease(builder);
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}
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dawnCommandBuffer commands;
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{
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dawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device);
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dawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, renderpassInfo);
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dawnRenderPassEncoderSetPipeline(pass, pipeline);
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dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0);
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dawnRenderPassEncoderEndPass(pass);
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dawnRenderPassEncoderRelease(pass);
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commands = dawnCommandEncoderFinish(encoder);
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dawnCommandEncoderRelease(encoder);
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}
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dawnQueueSubmit(queue, 1, &commands);
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dawnCommandBufferRelease(commands);
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dawnSwapChainPresent(swapchain, backbuffer);
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dawnRenderPassDescriptorRelease(renderpassInfo);
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dawnTextureViewRelease(backbufferView);
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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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