194 lines
7.4 KiB
C++
194 lines
7.4 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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dawnSwapChainBuilder builder = dawnDeviceCreateSwapChainBuilder(device);
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uint64_t swapchainImpl = GetSwapChainImplementation();
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dawnSwapChainBuilderSetImplementation(builder, swapchainImpl);
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swapchain = dawnSwapChainBuilderGetResult(builder);
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dawnSwapChainBuilderRelease(builder);
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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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dawnAttachmentsStateDescriptor attachmentsState;
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attachmentsState.nextInChain = nullptr;
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attachmentsState.numColorAttachments = 1;
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dawnAttachmentDescriptor colorAttachment = {nullptr, swapChainFormat};
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attachmentsState.colorAttachments = &colorAttachment;
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attachmentsState.hasDepthStencilAttachment = false;
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// Even with hasDepthStencilAttachment = false, depthStencilAttachment must point to valid
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// data because we don't have optional substructures yet.
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attachmentsState.depthStencilAttachment = &colorAttachment;
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descriptor.attachmentsState = &attachmentsState;
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descriptor.sampleCount = 1;
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descriptor.numBlendStates = 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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dawnBlendStateDescriptor blendStateDescriptor;
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blendStateDescriptor.nextInChain = nullptr;
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blendStateDescriptor.blendEnabled = false;
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blendStateDescriptor.alphaBlend = blendDescriptor;
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blendStateDescriptor.colorBlend = blendDescriptor;
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blendStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL;
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descriptor.blendStates = &blendStateDescriptor;
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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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dawnStencilStateFaceDescriptor stencilFace;
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stencilFace.compare = DAWN_COMPARE_FUNCTION_ALWAYS;
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stencilFace.stencilFailOp = DAWN_STENCIL_OPERATION_KEEP;
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stencilFace.depthFailOp = DAWN_STENCIL_OPERATION_KEEP;
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stencilFace.passOp = DAWN_STENCIL_OPERATION_KEEP;
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dawnDepthStencilStateDescriptor depthStencilState;
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depthStencilState.nextInChain = nullptr;
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depthStencilState.depthWriteEnabled = false;
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depthStencilState.depthCompare = DAWN_COMPARE_FUNCTION_ALWAYS;
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depthStencilState.back = stencilFace;
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depthStencilState.front = stencilFace;
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depthStencilState.stencilReadMask = 0xff;
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depthStencilState.stencilWriteMask = 0xff;
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descriptor.depthStencilState = &depthStencilState;
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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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dawnCommandBufferBuilder builder = dawnDeviceCreateCommandBufferBuilder(device);
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dawnRenderPassEncoder pass = dawnCommandBufferBuilderBeginRenderPass(builder, 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 = dawnCommandBufferBuilderGetResult(builder);
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dawnCommandBufferBuilderRelease(builder);
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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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