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This patch removes RenderPassDescriptorBuilder completely from Dawn. With this patch, RenderPassDescriptor is a structure instead of a Dawn object, and all the checks in RenderPassDescriptorBuilder are moved into CommandEncoder.cpp. This patch also updates the helper functions and structures related to RenderPassDescriptor because RenderPassDescriptor is no longer an object but a structure with members in pointers. BUG=dawn:6 Change-Id: Ic6d015582031891f35ffef912f0e460a9c010f81 Reviewed-on: https://dawn-review.googlesource.com/c/4902 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: 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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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.colorStateCount = 1;
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dawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor};
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descriptor.colorStates = colorStatesPtr;
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dawnPipelineLayoutDescriptor pl;
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pl.nextInChain = nullptr;
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pl.bindGroupLayoutCount = 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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dawnRenderPassColorAttachmentDescriptor colorAttachment;
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dawnRenderPassColorAttachmentDescriptor* colorAttachments = {&colorAttachment};
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{
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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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renderpassInfo.colorAttachmentCount = 1;
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renderpassInfo.colorAttachments = &colorAttachments;
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renderpassInfo.depthStencilAttachment = nullptr;
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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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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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