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