dawn-cmake/examples/CHelloTriangle.cpp
Corentin Wallez 604072bc2e Make the SwapChain interface match webgpu.h
This changes the methods of Dawn's SwapChain to match webgpu.h, namely
Present() now doesn't take arguments, and GetNextTexture() is replaced
with GetCurrentTextureView().

BUG=dawn:269

Change-Id: Ia0debefb170caf799c3310b1dad5535c4c5f59ca
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13441
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2019-11-12 18:30:11 +00:00

178 lines
6.2 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/SystemUtils.h"
#include "utils/WGPUHelpers.h"
WGPUDevice device;
WGPUQueue queue;
WGPUSwapChain swapchain;
WGPURenderPipeline pipeline;
WGPUTextureFormat swapChainFormat;
void init() {
device = CreateCppDawnDevice().Release();
queue = wgpuDeviceCreateQueue(device);
{
WGPUSwapChainDescriptor descriptor;
descriptor.nextInChain = nullptr;
descriptor.label = nullptr;
descriptor.implementation = GetSwapChainImplementation();
swapchain = wgpuDeviceCreateSwapChain(device, &descriptor);
}
swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat());
wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_OutputAttachment, 640, 480);
const char* vs =
"#version 450\n"
"const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n"
"void main() {\n"
" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
"}\n";
WGPUShaderModule vsModule =
utils::CreateShaderModule(wgpu::Device(device), utils::SingleShaderStage::Vertex, vs)
.Release();
const char* fs =
"#version 450\n"
"layout(location = 0) out vec4 fragColor;"
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
WGPUShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs).Release();
{
WGPURenderPipelineDescriptor descriptor;
descriptor.label = nullptr;
descriptor.nextInChain = nullptr;
descriptor.vertexStage.nextInChain = nullptr;
descriptor.vertexStage.module = vsModule;
descriptor.vertexStage.entryPoint = "main";
WGPUProgrammableStageDescriptor fragmentStage;
fragmentStage.nextInChain = nullptr;
fragmentStage.module = fsModule;
fragmentStage.entryPoint = "main";
descriptor.fragmentStage = &fragmentStage;
descriptor.sampleCount = 1;
WGPUBlendDescriptor blendDescriptor;
blendDescriptor.operation = WGPUBlendOperation_Add;
blendDescriptor.srcFactor = WGPUBlendFactor_One;
blendDescriptor.dstFactor = WGPUBlendFactor_One;
WGPUColorStateDescriptor colorStateDescriptor;
colorStateDescriptor.nextInChain = nullptr;
colorStateDescriptor.format = swapChainFormat;
colorStateDescriptor.alphaBlend = blendDescriptor;
colorStateDescriptor.colorBlend = blendDescriptor;
colorStateDescriptor.writeMask = WGPUColorWriteMask_All;
descriptor.colorStateCount = 1;
descriptor.colorStates = &colorStateDescriptor;
WGPUPipelineLayoutDescriptor pl;
pl.nextInChain = nullptr;
pl.label = nullptr;
pl.bindGroupLayoutCount = 0;
pl.bindGroupLayouts = nullptr;
descriptor.layout = wgpuDeviceCreatePipelineLayout(device, &pl);
WGPUVertexStateDescriptor vertexState;
vertexState.nextInChain = nullptr;
vertexState.indexFormat = WGPUIndexFormat_Uint32;
vertexState.vertexBufferCount = 0;
vertexState.vertexBuffers = nullptr;
descriptor.vertexState = &vertexState;
WGPURasterizationStateDescriptor rasterizationState;
rasterizationState.nextInChain = nullptr;
rasterizationState.frontFace = WGPUFrontFace_CCW;
rasterizationState.cullMode = WGPUCullMode_None;
rasterizationState.depthBias = 0;
rasterizationState.depthBiasSlopeScale = 0.0;
rasterizationState.depthBiasClamp = 0.0;
descriptor.rasterizationState = &rasterizationState;
descriptor.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
descriptor.sampleMask = 0xFFFFFFFF;
descriptor.alphaToCoverageEnabled = false;
descriptor.depthStencilState = nullptr;
pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor);
}
wgpuShaderModuleRelease(vsModule);
wgpuShaderModuleRelease(fsModule);
}
void frame() {
WGPUTextureView backbufferView = wgpuSwapChainGetCurrentTextureView(swapchain);
WGPURenderPassDescriptor renderpassInfo;
renderpassInfo.nextInChain = nullptr;
renderpassInfo.label = nullptr;
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()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}