dawn-cmake/examples/CHelloTriangle.cpp

158 lines
5.3 KiB
C++

// Copyright 2017 The Dawn 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/ScopedAutoreleasePool.h"
#include "utils/SystemUtils.h"
#include "utils/WGPUHelpers.h"
WGPUDevice device;
WGPUQueue queue;
WGPUSwapChain swapchain;
WGPURenderPipeline pipeline;
WGPUTextureFormat swapChainFormat;
void init() {
device = CreateCppDawnDevice().Release();
queue = wgpuDeviceGetQueue(device);
{
WGPUSwapChainDescriptor descriptor = {};
descriptor.implementation = GetSwapChainImplementation();
swapchain = wgpuDeviceCreateSwapChain(device, nullptr, &descriptor);
}
swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat());
wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_RenderAttachment, 640, 480);
const char* vs = R"(
[[stage(vertex)]] fn main(
[[builtin(vertex_index)]] VertexIndex : u32
) -> [[builtin(position)]] vec4<f32> {
var pos = array<vec2<f32>, 3>(
vec2<f32>( 0.0, 0.5),
vec2<f32>(-0.5, -0.5),
vec2<f32>( 0.5, -0.5)
);
return vec4<f32>(pos[VertexIndex], 0.0, 1.0);
})";
WGPUShaderModule vsModule = utils::CreateShaderModule(device, vs).Release();
const char* fs = R"(
[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
})";
WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release();
{
WGPURenderPipelineDescriptor descriptor = {};
// Fragment state
WGPUBlendState blend = {};
blend.color.operation = WGPUBlendOperation_Add;
blend.color.srcFactor = WGPUBlendFactor_One;
blend.color.dstFactor = WGPUBlendFactor_One;
blend.alpha.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_One;
WGPUColorTargetState colorTarget = {};
colorTarget.format = swapChainFormat;
colorTarget.blend = &blend;
colorTarget.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment = {};
fragment.module = fsModule;
fragment.entryPoint = "main";
fragment.targetCount = 1;
fragment.targets = &colorTarget;
descriptor.fragment = &fragment;
// Other state
descriptor.layout = nullptr;
descriptor.depthStencil = nullptr;
descriptor.vertex.module = vsModule;
descriptor.vertex.entryPoint = "main";
descriptor.vertex.bufferCount = 0;
descriptor.vertex.buffers = nullptr;
descriptor.multisample.count = 1;
descriptor.multisample.mask = 0xFFFFFFFF;
descriptor.multisample.alphaToCoverageEnabled = false;
descriptor.primitive.frontFace = WGPUFrontFace_CCW;
descriptor.primitive.cullMode = WGPUCullMode_None;
descriptor.primitive.topology = WGPUPrimitiveTopology_TriangleList;
descriptor.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor);
}
wgpuShaderModuleRelease(vsModule);
wgpuShaderModuleRelease(fsModule);
}
void frame() {
WGPUTextureView backbufferView = wgpuSwapChainGetCurrentTextureView(swapchain);
WGPURenderPassDescriptor renderpassInfo = {};
WGPURenderPassColorAttachmentDescriptor colorAttachment = {};
{
colorAttachment.attachment = backbufferView;
colorAttachment.resolveTarget = nullptr;
colorAttachment.clearColor = {0.0f, 0.0f, 0.0f, 0.0f};
colorAttachment.loadOp = WGPULoadOp_Clear;
colorAttachment.storeOp = WGPUStoreOp_Store;
renderpassInfo.colorAttachmentCount = 1;
renderpassInfo.colorAttachments = &colorAttachment;
renderpassInfo.depthStencilAttachment = nullptr;
}
WGPUCommandBuffer commands;
{
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, nullptr);
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
wgpuRenderPassEncoderSetPipeline(pass, pipeline);
wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
wgpuRenderPassEncoderEndPass(pass);
wgpuRenderPassEncoderRelease(pass);
commands = wgpuCommandEncoderFinish(encoder, nullptr);
wgpuCommandEncoderRelease(encoder);
}
wgpuQueueSubmit(queue, 1, &commands);
wgpuCommandBufferRelease(commands);
wgpuSwapChainPresent(swapchain);
wgpuTextureViewRelease(backbufferView);
DoFlush();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
utils::ScopedAutoreleasePool pool;
frame();
utils::USleep(16000);
}
// TODO release stuff
}