dawn-cmake/examples/CppHelloTriangle.cpp

182 lines
5.9 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/DawnHelpers.h"
#include "utils/SystemUtils.h"
#include <vector>
dawn::Device device;
dawn::Buffer indexBuffer;
dawn::Buffer vertexBuffer;
dawn::Texture texture;
dawn::Sampler sampler;
dawn::Queue queue;
dawn::SwapChain swapchain;
dawn::TextureView depthStencilView;
dawn::RenderPipeline pipeline;
dawn::BindGroup bindGroup;
void initBuffers() {
static const uint32_t indexData[3] = {
0, 1, 2,
};
indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index);
static const float vertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
};
vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
}
void initTextures() {
dawn::TextureDescriptor descriptor;
descriptor.dimension = dawn::TextureDimension::e2D;
descriptor.size.width = 1024;
descriptor.size.height = 1024;
descriptor.size.depth = 1;
descriptor.arrayLayer = 1;
descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
descriptor.mipLevel = 1;
descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
texture = device.CreateTexture(&descriptor);
dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
sampler = device.CreateSampler(&samplerDesc);
// Initialize the texture with arbitrary data until we can load images
std::vector<uint8_t> data(4 * 1024 * 1024, 0);
for (size_t i = 0; i < data.size(); ++i) {
data[i] = static_cast<uint8_t>(i % 253);
}
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsageBit::TransferSrc);
dawn::CommandBuffer copy = device.CreateCommandBufferBuilder()
.CopyBufferToTexture(stagingBuffer, 0, 0, texture, 0, 0, 0, 1024, 1024, 1, 0, 0)
.GetResult();
queue.Submit(1, &copy);
}
void init() {
device = CreateCppDawnDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
dawn::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
initTextures();
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler mySampler;
layout(set = 0, binding = 1) uniform texture2D myTexture;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
})");
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
});
dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
depthStencilView = CreateDefaultDepthStencilView(device);
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pl)
.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.SetIndexFormat(dawn::IndexFormat::Uint32)
.SetInputState(inputState)
.GetResult();
dawn::TextureView view = texture.CreateDefaultTextureView();
bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetSamplers(0, 1, &sampler)
.SetTextureViews(1, 1, &view)
.GetResult();
}
struct {uint32_t a; float b;} s;
void frame() {
s.a = (s.a + 1) % 256;
s.b += 0.02f;
if (s.b >= 1.0f) {s.b = 0.0f;}
dawn::Texture backbuffer;
dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
static const uint32_t vertexBufferOffsets[1] = {0};
dawn::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.SetRenderPipeline(pipeline)
.SetBindGroup(0, bindGroup)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetIndexBuffer(indexBuffer, 0)
.DrawElements(3, 1, 0, 0)
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
swapchain.Present(backbuffer);
DoFlush();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}