Rename nxt:: to dawn:: in examples
diff --git a/examples/Animometer.cpp b/examples/Animometer.cpp
index 30530fd..47b010f 100644
--- a/examples/Animometer.cpp
+++ b/examples/Animometer.cpp
@@ -21,11 +21,11 @@
#include <cstdio>
#include <vector>
-nxt::Device device;
-nxt::Queue queue;
-nxt::SwapChain swapchain;
-nxt::TextureView depthStencilView;
-nxt::RenderPipeline pipeline;
+dawn::Device device;
+dawn::Queue queue;
+dawn::SwapChain swapchain;
+dawn::TextureView depthStencilView;
+dawn::RenderPipeline pipeline;
float RandomFloat(float min, float max) {
float zeroOne = rand() / float(RAND_MAX);
@@ -49,9 +49,9 @@
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
- nxt::TextureUsageBit::OutputAttachment, 640, 480);
+ dawn::TextureUsageBit::OutputAttachment, 640, 480);
- nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
+ dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(push_constant) uniform ConstantsBlock {
@@ -99,7 +99,7 @@
})"
);
- nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
+ dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec4 v_color;
@@ -111,9 +111,9 @@
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
- .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
+ .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.GetResult();
shaderData.resize(10000);
@@ -128,8 +128,8 @@
}
void frame() {
- nxt::Texture backbuffer;
- nxt::RenderPassDescriptor renderPass;
+ dawn::Texture backbuffer;
+ dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
static int f = 0;
@@ -137,16 +137,16 @@
size_t i = 0;
- nxt::CommandBuffer commands;
+ dawn::CommandBuffer commands;
{
- nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
+ dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.SetRenderPipeline(pipeline)
.Clone();
for (int k = 0; k < 10000; k++) {
shaderData[i].time = f / 60.0f;
- builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
+ builder.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
.DrawArrays(3, 1, 0, 0);
i++;
}
diff --git a/examples/CHelloTriangle.cpp b/examples/CHelloTriangle.cpp
index b6b7110..a147ec7 100644
--- a/examples/CHelloTriangle.cpp
+++ b/examples/CHelloTriangle.cpp
@@ -45,7 +45,7 @@
"void main() {\n"
" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
"}\n";
- nxtShaderModule vsModule = utils::CreateShaderModule(nxt::Device(device), nxt::ShaderStage::Vertex, vs).Release();
+ nxtShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::Vertex, vs).Release();
const char* fs =
"#version 450\n"
@@ -53,7 +53,7 @@
"void main() {\n"
" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
- nxtShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, fs).Release();
+ nxtShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release();
{
nxtRenderPipelineBuilder builder = nxtDeviceCreateRenderPipelineBuilder(device);
diff --git a/examples/ComputeBoids.cpp b/examples/ComputeBoids.cpp
index 4ab0d70..a930ac5 100644
--- a/examples/ComputeBoids.cpp
+++ b/examples/ComputeBoids.cpp
@@ -23,19 +23,19 @@
#include <glm/glm.hpp>
-nxt::Device device;
-nxt::Queue queue;
-nxt::SwapChain swapchain;
-nxt::TextureView depthStencilView;
+dawn::Device device;
+dawn::Queue queue;
+dawn::SwapChain swapchain;
+dawn::TextureView depthStencilView;
-nxt::Buffer modelBuffer;
-std::array<nxt::Buffer, 2> particleBuffers;
+dawn::Buffer modelBuffer;
+std::array<dawn::Buffer, 2> particleBuffers;
-nxt::RenderPipeline renderPipeline;
+dawn::RenderPipeline renderPipeline;
-nxt::Buffer updateParams;
-nxt::ComputePipeline updatePipeline;
-std::array<nxt::BindGroup, 2> updateBGs;
+dawn::Buffer updateParams;
+dawn::ComputePipeline updatePipeline;
+std::array<dawn::BindGroup, 2> updateBGs;
size_t pingpong = 0;
@@ -63,10 +63,10 @@
{0.01, -0.02},
{0.00, 0.02},
};
- modelBuffer = utils::CreateBufferFromData(device, model, sizeof(model), nxt::BufferUsageBit::Vertex);
+ modelBuffer = utils::CreateBufferFromData(device, model, sizeof(model), dawn::BufferUsageBit::Vertex);
SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles };
- updateParams = utils::CreateBufferFromData(device, ¶ms, sizeof(params), nxt::BufferUsageBit::Uniform);
+ updateParams = utils::CreateBufferFromData(device, ¶ms, sizeof(params), dawn::BufferUsageBit::Uniform);
std::vector<Particle> initialParticles(kNumParticles);
{
@@ -81,7 +81,7 @@
for (size_t i = 0; i < 2; i++) {
particleBuffers[i] = device.CreateBufferBuilder()
- .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage)
+ .SetAllowedUsage(dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Storage)
.SetSize(sizeof(Particle) * kNumParticles)
.GetResult();
@@ -92,7 +92,7 @@
}
void initRender() {
- nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
+ dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec2 a_particlePos;
layout(location = 1) in vec2 a_particleVel;
@@ -105,7 +105,7 @@
}
)");
- nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
+ dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
@@ -113,27 +113,27 @@
}
)");
- nxt::InputState inputState = device.CreateInputStateBuilder()
- .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos))
- .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel))
- .SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance)
- .SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0)
- .SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex)
+ dawn::InputState inputState = device.CreateInputStateBuilder()
+ .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, pos))
+ .SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, vel))
+ .SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance)
+ .SetAttribute(2, 1, dawn::VertexFormat::FloatR32G32, 0)
+ .SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex)
.GetResult();
depthStencilView = CreateDefaultDepthStencilView(device);
renderPipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
- .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
+ .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void initSim() {
- nxt::ShaderModule module = utils::CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
+ dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
#version 450
struct Particle {
@@ -224,23 +224,23 @@
auto bgl = utils::MakeBindGroupLayout(
device, {
- {0, nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer},
- {1, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer},
- {2, nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer},
+ {0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
+ {1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
+ {2, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
});
- nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
+ dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
updatePipeline = device.CreateComputePipelineBuilder()
.SetLayout(pl)
- .SetStage(nxt::ShaderStage::Compute, module, "main")
+ .SetStage(dawn::ShaderStage::Compute, module, "main")
.GetResult();
- nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder()
+ dawn::BufferView updateParamsView = updateParams.CreateBufferViewBuilder()
.SetExtent(0, sizeof(SimParams))
.GetResult();
- std::array<nxt::BufferView, 2> views;
+ std::array<dawn::BufferView, 2> views;
for (uint32_t i = 0; i < 2; ++i) {
views[i] = particleBuffers[i].CreateBufferViewBuilder()
.SetExtent(0, kNumParticles * sizeof(Particle))
@@ -250,7 +250,7 @@
for (uint32_t i = 0; i < 2; ++i) {
updateBGs[i] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
- .SetUsage(nxt::BindGroupUsage::Frozen)
+ .SetUsage(dawn::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &updateParamsView)
.SetBufferViews(1, 1, &views[i])
.SetBufferViews(2, 1, &views[(i + 1) % 2])
@@ -258,7 +258,7 @@
}
}
-nxt::CommandBuffer createCommandBuffer(const nxt::RenderPassDescriptor& renderPass, size_t i) {
+dawn::CommandBuffer createCommandBuffer(const dawn::RenderPassDescriptor& renderPass, size_t i) {
static const uint32_t zeroOffsets[1] = {0};
auto& bufferDst = particleBuffers[(i + 1) % 2];
return device.CreateCommandBufferBuilder()
@@ -284,7 +284,7 @@
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
- nxt::TextureUsageBit::OutputAttachment, 640, 480);
+ dawn::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
initRender();
@@ -292,11 +292,11 @@
}
void frame() {
- nxt::Texture backbuffer;
- nxt::RenderPassDescriptor renderPass;
+ dawn::Texture backbuffer;
+ dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
- nxt::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong);
+ dawn::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong);
queue.Submit(1, &commandBuffer);
swapchain.Present(backbuffer);
DoFlush();
diff --git a/examples/CppHelloTriangle.cpp b/examples/CppHelloTriangle.cpp
index 9da6e19..4cd9671 100644
--- a/examples/CppHelloTriangle.cpp
+++ b/examples/CppHelloTriangle.cpp
@@ -19,44 +19,44 @@
#include <vector>
-nxt::Device device;
+dawn::Device device;
-nxt::Buffer indexBuffer;
-nxt::Buffer vertexBuffer;
+dawn::Buffer indexBuffer;
+dawn::Buffer vertexBuffer;
-nxt::Texture texture;
-nxt::Sampler sampler;
+dawn::Texture texture;
+dawn::Sampler sampler;
-nxt::Queue queue;
-nxt::SwapChain swapchain;
-nxt::TextureView depthStencilView;
-nxt::RenderPipeline pipeline;
-nxt::BindGroup bindGroup;
+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), nxt::BufferUsageBit::Index);
+ 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), nxt::BufferUsageBit::Vertex);
+ vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
}
void initTextures() {
texture = device.CreateTextureBuilder()
- .SetDimension(nxt::TextureDimension::e2D)
+ .SetDimension(dawn::TextureDimension::e2D)
.SetExtent(1024, 1024, 1)
- .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
+ .SetFormat(dawn::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
- .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled)
+ .SetAllowedUsage(dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled)
.GetResult();
- nxt::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
+ dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
sampler = device.CreateSampler(&samplerDesc);
// Initialize the texture with arbitrary data until we can load images
@@ -66,8 +66,8 @@
}
- nxt::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size()), nxt::BufferUsageBit::TransferSrc);
- nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
+ 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)
.GetResult();
@@ -80,12 +80,12 @@
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
- nxt::TextureUsageBit::OutputAttachment, 640, 480);
+ dawn::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
initTextures();
- nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
+ dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
@@ -93,7 +93,7 @@
})"
);
- nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
+ 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;
@@ -104,35 +104,35 @@
})");
auto inputState = device.CreateInputStateBuilder()
- .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
- .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
+ .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0)
+ .SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
- {0, nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler},
- {1, nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture},
+ {0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
+ {1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
});
- nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
+ dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
depthStencilView = CreateDefaultDepthStencilView(device);
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pl)
- .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
- .SetIndexFormat(nxt::IndexFormat::Uint32)
+ .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
+ .SetIndexFormat(dawn::IndexFormat::Uint32)
.SetInputState(inputState)
.GetResult();
- nxt::TextureView view = texture.CreateTextureViewBuilder().GetResult();
+ dawn::TextureView view = texture.CreateTextureViewBuilder().GetResult();
bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
- .SetUsage(nxt::BindGroupUsage::Frozen)
+ .SetUsage(dawn::BindGroupUsage::Frozen)
.SetSamplers(0, 1, &sampler)
.SetTextureViews(1, 1, &view)
.GetResult();
@@ -144,12 +144,12 @@
s.b += 0.02f;
if (s.b >= 1.0f) {s.b = 0.0f;}
- nxt::Texture backbuffer;
- nxt::RenderPassDescriptor renderPass;
+ dawn::Texture backbuffer;
+ dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
static const uint32_t vertexBufferOffsets[1] = {0};
- nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
+ dawn::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.SetRenderPipeline(pipeline)
.SetBindGroup(0, bindGroup)
diff --git a/examples/CubeReflection.cpp b/examples/CubeReflection.cpp
index 2e82ba2..205485f 100644
--- a/examples/CubeReflection.cpp
+++ b/examples/CubeReflection.cpp
@@ -22,24 +22,24 @@
#include <glm/glm/gtc/matrix_transform.hpp>
#include <glm/glm/gtc/type_ptr.hpp>
-nxt::Device device;
+dawn::Device device;
-nxt::Buffer indexBuffer;
-nxt::Buffer vertexBuffer;
-nxt::Buffer planeBuffer;
-nxt::Buffer cameraBuffer;
-nxt::Buffer transformBuffer[2];
+dawn::Buffer indexBuffer;
+dawn::Buffer vertexBuffer;
+dawn::Buffer planeBuffer;
+dawn::Buffer cameraBuffer;
+dawn::Buffer transformBuffer[2];
-nxt::BindGroup cameraBindGroup;
-nxt::BindGroup bindGroup[2];
-nxt::BindGroup cubeTransformBindGroup[2];
+dawn::BindGroup cameraBindGroup;
+dawn::BindGroup bindGroup[2];
+dawn::BindGroup cubeTransformBindGroup[2];
-nxt::Queue queue;
-nxt::SwapChain swapchain;
-nxt::TextureView depthStencilView;
-nxt::RenderPipeline pipeline;
-nxt::RenderPipeline planePipeline;
-nxt::RenderPipeline reflectionPipeline;
+dawn::Queue queue;
+dawn::SwapChain swapchain;
+dawn::TextureView depthStencilView;
+dawn::RenderPipeline pipeline;
+dawn::RenderPipeline planePipeline;
+dawn::RenderPipeline reflectionPipeline;
void initBuffers() {
static const uint32_t indexData[6*6] = {
@@ -61,7 +61,7 @@
20, 21, 22,
20, 22, 23
};
- indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
+ indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index);
static const float vertexData[6 * 4 * 6] = {
-1.0, -1.0, 1.0, 1.0, 0.0, 0.0,
@@ -94,7 +94,7 @@
-1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 1.0, 1.0, 1.0
};
- vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
+ vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
static const float planeData[6 * 4] = {
-2.0, -1.0, -2.0, 0.5, 0.5, 0.5,
@@ -102,7 +102,7 @@
2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
-2.0, -1.0, 2.0, 0.5, 0.5, 0.5,
};
- planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData), nxt::BufferUsageBit::Vertex);
+ planeBuffer = utils::CreateBufferFromData(device, planeData, sizeof(planeData), dawn::BufferUsageBit::Vertex);
}
struct CameraData {
@@ -116,11 +116,11 @@
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
- nxt::TextureUsageBit::OutputAttachment, 640, 480);
+ dawn::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
- nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
+ dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(set = 0, binding = 0) uniform cameraData {
mat4 view;
@@ -138,7 +138,7 @@
})"
);
- nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
+ dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
layout(location = 0) out vec4 fragColor;
@@ -146,8 +146,8 @@
fragColor = vec4(f_col, 1.0);
})");
- nxt::ShaderModule fsReflectionModule =
- utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
+ dawn::ShaderModule fsReflectionModule =
+ utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 2) in vec3 f_col;
layout(location = 0) out vec4 fragColor;
@@ -156,35 +156,35 @@
})");
auto inputState = device.CreateInputStateBuilder()
- .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
- .SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
- .SetInput(0, 6 * sizeof(float), nxt::InputStepMode::Vertex)
+ .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32, 0)
+ .SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32B32, 3 * sizeof(float))
+ .SetInput(0, 6 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
- {0, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer},
- {1, nxt::ShaderStageBit::Vertex, nxt::BindingType::UniformBuffer},
+ {0, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
+ {1, dawn::ShaderStageBit::Vertex, dawn::BindingType::UniformBuffer},
});
- nxt::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
+ dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
cameraBuffer = device.CreateBufferBuilder()
- .SetAllowedUsage(nxt::BufferUsageBit::TransferDst | nxt::BufferUsageBit::Uniform)
+ .SetAllowedUsage(dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Uniform)
.SetSize(sizeof(CameraData))
.GetResult();
glm::mat4 transform(1.0);
- transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
+ transformBuffer[0] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
transform = glm::translate(transform, glm::vec3(0.f, -2.f, 0.f));
- transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), nxt::BufferUsageBit::Uniform);
+ transformBuffer[1] = utils::CreateBufferFromData(device, &transform, sizeof(glm::mat4), dawn::BufferUsageBit::Uniform);
- nxt::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
+ dawn::BufferView cameraBufferView = cameraBuffer.CreateBufferViewBuilder()
.SetExtent(0, sizeof(CameraData))
.GetResult();
- nxt::BufferView transformBufferView[2] = {
+ dawn::BufferView transformBufferView[2] = {
transformBuffer[0].CreateBufferViewBuilder()
.SetExtent(0, sizeof(glm::mat4))
.GetResult(),
@@ -195,14 +195,14 @@
bindGroup[0] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
- .SetUsage(nxt::BindGroupUsage::Frozen)
+ .SetUsage(dawn::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[0])
.GetResult();
bindGroup[1] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
- .SetUsage(nxt::BindGroupUsage::Frozen)
+ .SetUsage(dawn::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &cameraBufferView)
.SetBufferViews(1, 1, &transformBufferView[1])
.GetResult();
@@ -210,49 +210,49 @@
depthStencilView = CreateDefaultDepthStencilView(device);
auto depthStencilState = device.CreateDepthStencilStateBuilder()
- .SetDepthCompareFunction(nxt::CompareFunction::Less)
+ .SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(true)
.GetResult();
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pl)
- .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
- .SetIndexFormat(nxt::IndexFormat::Uint32)
+ .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
+ .SetIndexFormat(dawn::IndexFormat::Uint32)
.SetInputState(inputState)
.SetDepthStencilState(depthStencilState)
.GetResult();
auto planeStencilState = device.CreateDepthStencilStateBuilder()
- .SetDepthCompareFunction(nxt::CompareFunction::Less)
+ .SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(false)
- .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Always, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
+ .SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Always, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace)
.GetResult();
planePipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pl)
- .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
+ .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(planeStencilState)
.GetResult();
auto reflectionStencilState = device.CreateDepthStencilStateBuilder()
- .SetDepthCompareFunction(nxt::CompareFunction::Less)
+ .SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(true)
- .SetStencilFunction(nxt::Face::Both, nxt::CompareFunction::Equal, nxt::StencilOperation::Keep, nxt::StencilOperation::Keep, nxt::StencilOperation::Replace)
+ .SetStencilFunction(dawn::Face::Both, dawn::CompareFunction::Equal, dawn::StencilOperation::Keep, dawn::StencilOperation::Keep, dawn::StencilOperation::Replace)
.GetResult();
reflectionPipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pl)
- .SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, fsReflectionModule, "main")
+ .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, fsReflectionModule, "main")
.SetInputState(inputState)
.SetDepthStencilState(reflectionStencilState)
.GetResult();
@@ -275,11 +275,11 @@
cameraBuffer.SetSubData(0, sizeof(CameraData), reinterpret_cast<uint8_t*>(&cameraData));
- nxt::Texture backbuffer;
- nxt::RenderPassDescriptor renderPass;
+ dawn::Texture backbuffer;
+ dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
- nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
+ dawn::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.SetRenderPipeline(pipeline)
.SetBindGroup(0, bindGroup[0])
diff --git a/examples/SampleUtils.cpp b/examples/SampleUtils.cpp
index d128645..fe3e949 100644
--- a/examples/SampleUtils.cpp
+++ b/examples/SampleUtils.cpp
@@ -27,7 +27,7 @@
#include <cstring>
#include <iostream>
-void PrintDeviceError(const char* message, nxt::CallbackUserdata) {
+void PrintDeviceError(const char* message, dawn::CallbackUserdata) {
std::cout << "Device error: " << message << std::endl;
}
@@ -60,26 +60,26 @@
static GLFWwindow* window = nullptr;
-static nxt::wire::CommandHandler* wireServer = nullptr;
-static nxt::wire::CommandHandler* wireClient = nullptr;
-static nxt::wire::TerribleCommandBuffer* c2sBuf = nullptr;
-static nxt::wire::TerribleCommandBuffer* s2cBuf = nullptr;
+static dawn::wire::CommandHandler* wireServer = nullptr;
+static dawn::wire::CommandHandler* wireClient = nullptr;
+static dawn::wire::TerribleCommandBuffer* c2sBuf = nullptr;
+static dawn::wire::TerribleCommandBuffer* s2cBuf = nullptr;
-nxt::Device CreateCppNXTDevice() {
+dawn::Device CreateCppNXTDevice() {
binding = utils::CreateBinding(backendType);
if (binding == nullptr) {
- return nxt::Device();
+ return dawn::Device();
}
glfwSetErrorCallback(PrintGLFWError);
if (!glfwInit()) {
- return nxt::Device();
+ return dawn::Device();
}
binding->SetupGLFWWindowHints();
window = glfwCreateWindow(640, 480, "NXT window", nullptr, nullptr);
if (!window) {
- return nxt::Device();
+ return dawn::Device();
}
binding->SetWindow(window);
@@ -98,15 +98,15 @@
case CmdBufType::Terrible:
{
- c2sBuf = new nxt::wire::TerribleCommandBuffer();
- s2cBuf = new nxt::wire::TerribleCommandBuffer();
+ c2sBuf = new dawn::wire::TerribleCommandBuffer();
+ s2cBuf = new dawn::wire::TerribleCommandBuffer();
- wireServer = nxt::wire::NewServerCommandHandler(backendDevice, backendProcs, s2cBuf);
+ wireServer = dawn::wire::NewServerCommandHandler(backendDevice, backendProcs, s2cBuf);
c2sBuf->SetHandler(wireServer);
nxtDevice clientDevice;
nxtProcTable clientProcs;
- wireClient = nxt::wire::NewClientDevice(&clientProcs, &clientDevice, c2sBuf);
+ wireClient = dawn::wire::NewClientDevice(&clientProcs, &clientDevice, c2sBuf);
s2cBuf->SetHandler(wireClient);
procs = clientProcs;
@@ -117,46 +117,46 @@
nxtSetProcs(&procs);
procs.deviceSetErrorCallback(cDevice, PrintDeviceError, 0);
- return nxt::Device::Acquire(cDevice);
+ return dawn::Device::Acquire(cDevice);
}
uint64_t GetSwapChainImplementation() {
return binding->GetSwapChainImplementation();
}
-nxt::TextureFormat GetPreferredSwapChainTextureFormat() {
+dawn::TextureFormat GetPreferredSwapChainTextureFormat() {
DoFlush();
- return static_cast<nxt::TextureFormat>(binding->GetPreferredSwapChainTextureFormat());
+ return static_cast<dawn::TextureFormat>(binding->GetPreferredSwapChainTextureFormat());
}
-nxt::SwapChain GetSwapChain(const nxt::Device &device) {
+dawn::SwapChain GetSwapChain(const dawn::Device &device) {
return device.CreateSwapChainBuilder()
.SetImplementation(GetSwapChainImplementation())
.GetResult();
}
-nxt::TextureView CreateDefaultDepthStencilView(const nxt::Device& device) {
+dawn::TextureView CreateDefaultDepthStencilView(const dawn::Device& device) {
auto depthStencilTexture = device.CreateTextureBuilder()
- .SetDimension(nxt::TextureDimension::e2D)
+ .SetDimension(dawn::TextureDimension::e2D)
.SetExtent(640, 480, 1)
- .SetFormat(nxt::TextureFormat::D32FloatS8Uint)
+ .SetFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetMipLevels(1)
- .SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment)
+ .SetAllowedUsage(dawn::TextureUsageBit::OutputAttachment)
.GetResult();
return depthStencilTexture.CreateTextureViewBuilder()
.GetResult();
}
-void GetNextRenderPassDescriptor(const nxt::Device& device,
- const nxt::SwapChain& swapchain,
- const nxt::TextureView& depthStencilView,
- nxt::Texture* backbuffer,
- nxt::RenderPassDescriptor* info) {
+void GetNextRenderPassDescriptor(const dawn::Device& device,
+ const dawn::SwapChain& swapchain,
+ const dawn::TextureView& depthStencilView,
+ dawn::Texture* backbuffer,
+ dawn::RenderPassDescriptor* info) {
*backbuffer = swapchain.GetNextTexture();
auto backbufferView = backbuffer->CreateTextureViewBuilder().GetResult();
*info = device.CreateRenderPassDescriptorBuilder()
- .SetColorAttachment(0, backbufferView, nxt::LoadOp::Clear)
- .SetDepthStencilAttachment(depthStencilView, nxt::LoadOp::Clear, nxt::LoadOp::Clear)
+ .SetColorAttachment(0, backbufferView, dawn::LoadOp::Clear)
+ .SetDepthStencilAttachment(depthStencilView, dawn::LoadOp::Clear, dawn::LoadOp::Clear)
.GetResult();
}
diff --git a/examples/SampleUtils.h b/examples/SampleUtils.h
index 52b3219..1c42300 100644
--- a/examples/SampleUtils.h
+++ b/examples/SampleUtils.h
@@ -22,13 +22,13 @@
struct GLFWwindow;
struct GLFWwindow* GetGLFWWindow();
-nxt::Device CreateCppNXTDevice();
+dawn::Device CreateCppNXTDevice();
uint64_t GetSwapChainImplementation();
-nxt::TextureFormat GetPreferredSwapChainTextureFormat();
-nxt::SwapChain GetSwapChain(const nxt::Device& device);
-nxt::TextureView CreateDefaultDepthStencilView(const nxt::Device& device);
-void GetNextRenderPassDescriptor(const nxt::Device& device,
- const nxt::SwapChain& swapchain,
- const nxt::TextureView& depthStencilView,
- nxt::Texture* backbuffer,
- nxt::RenderPassDescriptor* info);
+dawn::TextureFormat GetPreferredSwapChainTextureFormat();
+dawn::SwapChain GetSwapChain(const dawn::Device& device);
+dawn::TextureView CreateDefaultDepthStencilView(const dawn::Device& device);
+void GetNextRenderPassDescriptor(const dawn::Device& device,
+ const dawn::SwapChain& swapchain,
+ const dawn::TextureView& depthStencilView,
+ dawn::Texture* backbuffer,
+ dawn::RenderPassDescriptor* info);
diff --git a/examples/glTFViewer/glTFViewer.cpp b/examples/glTFViewer/glTFViewer.cpp
index e17797f..6295f62 100644
--- a/examples/glTFViewer/glTFViewer.cpp
+++ b/examples/glTFViewer/glTFViewer.cpp
@@ -64,8 +64,8 @@
}
struct MaterialInfo {
- nxt::RenderPipeline pipeline;
- nxt::BindGroup bindGroup0;
+ dawn::RenderPipeline pipeline;
+ dawn::BindGroup bindGroup0;
std::map<uint32_t, std::string> slotSemantics;
};
@@ -74,18 +74,18 @@
glm::mat4 modelInvTr;
};
-nxt::Device device;
-nxt::Queue queue;
-nxt::SwapChain swapchain;
-nxt::TextureView depthStencilView;
+dawn::Device device;
+dawn::Queue queue;
+dawn::SwapChain swapchain;
+dawn::TextureView depthStencilView;
-nxt::Buffer defaultBuffer;
-std::map<std::string, nxt::Buffer> buffers;
-std::map<std::string, nxt::CommandBuffer> commandBuffers;
+dawn::Buffer defaultBuffer;
+std::map<std::string, dawn::Buffer> buffers;
+std::map<std::string, dawn::CommandBuffer> commandBuffers;
std::map<uint32_t, std::string> slotSemantics = {{0, "POSITION"}, {1, "NORMAL"}, {2, "TEXCOORD_0"}};
-std::map<std::string, nxt::Sampler> samplers;
-std::map<std::string, nxt::TextureView> textures;
+std::map<std::string, dawn::Sampler> samplers;
+std::map<std::string, dawn::TextureView> textures;
tinygltf::Scene scene;
glm::mat4 projection = glm::perspective(glm::radians(60.f), 640.f/480, 0.1f, 2000.f);
@@ -100,16 +100,16 @@
return "";
}
- bool techniqueParameterTypeToVertexFormat(int type, nxt::VertexFormat *format) {
+ bool techniqueParameterTypeToVertexFormat(int type, dawn::VertexFormat *format) {
switch (type) {
case gl::FloatVec2:
- *format = nxt::VertexFormat::FloatR32G32;
+ *format = dawn::VertexFormat::FloatR32G32;
return true;
case gl::FloatVec3:
- *format = nxt::VertexFormat::FloatR32G32B32;
+ *format = dawn::VertexFormat::FloatR32G32B32;
return true;
case gl::FloatVec4:
- *format = nxt::VertexFormat::FloatR32G32B32A32;
+ *format = dawn::VertexFormat::FloatR32G32B32A32;
return true;
default:
return false;
@@ -121,7 +121,7 @@
namespace {
void initBuffers() {
defaultBuffer = device.CreateBufferBuilder()
- .SetAllowedUsage(nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Index)
+ .SetAllowedUsage(dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Index)
.SetSize(256)
.GetResult();
@@ -129,13 +129,13 @@
const auto& iBufferViewID = bv.first;
const auto& iBufferView = bv.second;
- nxt::BufferUsageBit usage = nxt::BufferUsageBit::None;
+ dawn::BufferUsageBit usage = dawn::BufferUsageBit::None;
switch (iBufferView.target) {
case gl::ArrayBuffer:
- usage |= nxt::BufferUsageBit::Vertex;
+ usage |= dawn::BufferUsageBit::Vertex;
break;
case gl::ElementArrayBuffer:
- usage |= nxt::BufferUsageBit::Index;
+ usage |= dawn::BufferUsageBit::Index;
break;
case 0:
fprintf(stderr, "TODO: buffer view has no target; skipping\n");
@@ -175,7 +175,7 @@
}
}
- auto oVSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
+ auto oVSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(push_constant) uniform u_transform_block {
@@ -231,29 +231,29 @@
fragcolor = vec4(vec3(diffamb), 1);
})";
- auto oFSModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured);
+ auto oFSModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, hasTexture ? oFSSourceTextured : oFSSourceUntextured);
- nxt::InputStateBuilder builder = device.CreateInputStateBuilder();
+ dawn::InputStateBuilder builder = device.CreateInputStateBuilder();
std::bitset<3> slotsSet;
for (const auto& a : iTechnique.attributes) {
const auto iAttributeName = a.first;
const auto iParameter = iTechnique.parameters.at(a.second);
- nxt::VertexFormat format;
+ dawn::VertexFormat format;
if (!techniqueParameterTypeToVertexFormat(iParameter.type, &format)) {
fprintf(stderr, "unsupported technique parameter type %d\n", iParameter.type);
continue;
}
if (iParameter.semantic == "POSITION") {
builder.SetAttribute(0, 0, format, 0);
- builder.SetInput(0, static_cast<uint32_t>(stridePos), nxt::InputStepMode::Vertex);
+ builder.SetInput(0, static_cast<uint32_t>(stridePos), dawn::InputStepMode::Vertex);
slotsSet.set(0);
} else if (iParameter.semantic == "NORMAL") {
builder.SetAttribute(1, 1, format, 0);
- builder.SetInput(1, static_cast<uint32_t>(strideNor), nxt::InputStepMode::Vertex);
+ builder.SetInput(1, static_cast<uint32_t>(strideNor), dawn::InputStepMode::Vertex);
slotsSet.set(1);
} else if (iParameter.semantic == "TEXCOORD_0") {
builder.SetAttribute(2, 2, format, 0);
- builder.SetInput(2, static_cast<uint32_t>(strideTxc), nxt::InputStepMode::Vertex);
+ builder.SetInput(2, static_cast<uint32_t>(strideTxc), dawn::InputStepMode::Vertex);
slotsSet.set(2);
} else {
fprintf(stderr, "unsupported technique attribute semantic %s\n", iParameter.semantic.c_str());
@@ -264,40 +264,40 @@
if (slotsSet[i]) {
continue;
}
- builder.SetAttribute(i, i, nxt::VertexFormat::FloatR32G32B32A32, 0);
- builder.SetInput(i, 0, nxt::InputStepMode::Vertex);
+ builder.SetAttribute(i, i, dawn::VertexFormat::FloatR32G32B32A32, 0);
+ builder.SetInput(i, 0, dawn::InputStepMode::Vertex);
}
auto inputState = builder.GetResult();
- constexpr nxt::ShaderStageBit kNoStages{};
- nxt::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
+ constexpr dawn::ShaderStageBit kNoStages{};
+ dawn::BindGroupLayout bindGroupLayout = utils::MakeBindGroupLayout(
device, {
- {0, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages,
- nxt::BindingType::Sampler},
- {1, hasTexture ? nxt::ShaderStageBit::Fragment : kNoStages,
- nxt::BindingType::SampledTexture},
+ {0, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages,
+ dawn::BindingType::Sampler},
+ {1, hasTexture ? dawn::ShaderStageBit::Fragment : kNoStages,
+ dawn::BindingType::SampledTexture},
});
auto depthStencilState = device.CreateDepthStencilStateBuilder()
- .SetDepthCompareFunction(nxt::CompareFunction::Less)
+ .SetDepthCompareFunction(dawn::CompareFunction::Less)
.SetDepthWriteEnabled(true)
.GetResult();
auto pipelineLayout = utils::MakeBasicPipelineLayout(device, &bindGroupLayout);
auto pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
- .SetDepthStencilAttachmentFormat(nxt::TextureFormat::D32FloatS8Uint)
+ .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pipelineLayout)
- .SetStage(nxt::ShaderStage::Vertex, oVSModule, "main")
- .SetStage(nxt::ShaderStage::Fragment, oFSModule, "main")
- .SetIndexFormat(nxt::IndexFormat::Uint16)
+ .SetStage(dawn::ShaderStage::Vertex, oVSModule, "main")
+ .SetStage(dawn::ShaderStage::Fragment, oFSModule, "main")
+ .SetIndexFormat(dawn::IndexFormat::Uint16)
.SetInputState(inputState)
.SetDepthStencilState(depthStencilState)
.GetResult();
auto bindGroupBuilder = device.CreateBindGroupBuilder();
bindGroupBuilder.SetLayout(bindGroupLayout)
- .SetUsage(nxt::BindGroupUsage::Frozen);
+ .SetUsage(dawn::BindGroupUsage::Frozen);
if (hasTexture) {
const auto& textureView = textures[iTextureID];
const auto& iSamplerID = scene.textures[iTextureID].sampler;
@@ -319,15 +319,15 @@
const auto& iSamplerID = s.first;
const auto& iSampler = s.second;
- nxt::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor();
+ dawn::SamplerDescriptor desc = utils::GetDefaultSamplerDescriptor();
// TODO: wrap modes
switch (iSampler.magFilter) {
case gl::Nearest:
- desc.magFilter = nxt::FilterMode::Nearest;
+ desc.magFilter = dawn::FilterMode::Nearest;
break;
case gl::Linear:
- desc.magFilter = nxt::FilterMode::Linear;
+ desc.magFilter = dawn::FilterMode::Linear;
break;
default:
fprintf(stderr, "unsupported magFilter %d\n", iSampler.magFilter);
@@ -337,12 +337,12 @@
case gl::Nearest:
case gl::NearestMipmapNearest:
case gl::NearestMipmapLinear:
- desc.minFilter = nxt::FilterMode::Nearest;
+ desc.minFilter = dawn::FilterMode::Nearest;
break;
case gl::Linear:
case gl::LinearMipmapNearest:
case gl::LinearMipmapLinear:
- desc.minFilter = nxt::FilterMode::Linear;
+ desc.minFilter = dawn::FilterMode::Linear;
break;
default:
fprintf(stderr, "unsupported minFilter %d\n", iSampler.magFilter);
@@ -351,11 +351,11 @@
switch (iSampler.minFilter) {
case gl::NearestMipmapNearest:
case gl::LinearMipmapNearest:
- desc.mipmapFilter = nxt::FilterMode::Nearest;
+ desc.mipmapFilter = dawn::FilterMode::Nearest;
break;
case gl::NearestMipmapLinear:
case gl::LinearMipmapLinear:
- desc.mipmapFilter = nxt::FilterMode::Linear;
+ desc.mipmapFilter = dawn::FilterMode::Linear;
break;
}
@@ -369,10 +369,10 @@
const auto& iTexture = t.second;
const auto& iImage = scene.images[iTexture.source];
- nxt::TextureFormat format = nxt::TextureFormat::R8G8B8A8Unorm;
+ dawn::TextureFormat format = dawn::TextureFormat::R8G8B8A8Unorm;
switch (iTexture.format) {
case gl::RGBA:
- format = nxt::TextureFormat::R8G8B8A8Unorm;
+ format = dawn::TextureFormat::R8G8B8A8Unorm;
break;
default:
fprintf(stderr, "unsupported texture format %d\n", iTexture.format);
@@ -380,11 +380,11 @@
}
auto oTexture = device.CreateTextureBuilder()
- .SetDimension(nxt::TextureDimension::e2D)
+ .SetDimension(dawn::TextureDimension::e2D)
.SetExtent(iImage.width, iImage.height, 1)
.SetFormat(format)
.SetMipLevels(1)
- .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled)
+ .SetAllowedUsage(dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled)
.GetResult();
// TODO: release this texture
@@ -426,7 +426,7 @@
fprintf(stderr, "unsupported image.component %d\n", iImage.component);
}
- nxt::Buffer staging = utils::CreateBufferFromData(device, data, rowPitch * iImage.height, nxt::BufferUsageBit::TransferSrc);
+ dawn::Buffer staging = utils::CreateBufferFromData(device, data, rowPitch * iImage.height, dawn::BufferUsageBit::TransferSrc);
auto cmdbuf = device.CreateCommandBufferBuilder()
.CopyBufferToTexture(staging, 0, rowPitch, oTexture, 0, 0, 0, iImage.width, iImage.height, 1, 0)
.GetResult();
@@ -442,7 +442,7 @@
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
- nxt::TextureUsageBit::OutputAttachment, 640, 480);
+ dawn::TextureUsageBit::OutputAttachment, 640, 480);
depthStencilView = CreateDefaultDepthStencilView(device);
@@ -454,7 +454,7 @@
// Drawing
namespace {
- void drawMesh(nxt::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) {
+ void drawMesh(dawn::CommandBufferBuilder& cmd, const tinygltf::Mesh& iMesh, const glm::mat4& model) {
for (const auto& iPrim : iMesh.primitives) {
if (iPrim.mode != gl::Triangles) {
fprintf(stderr, "unsupported primitive mode %d\n", iPrim.mode);
@@ -480,7 +480,7 @@
const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
cmd.SetRenderPipeline(material.pipeline);
cmd.SetBindGroup(0, material.bindGroup0);
- cmd.SetPushConstants(nxt::ShaderStageBit::Vertex,
+ cmd.SetPushConstants(dawn::ShaderStageBit::Vertex,
0, sizeof(u_transform_block) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(&transforms));
@@ -525,7 +525,7 @@
}
}
- void drawNode(nxt::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
+ void drawNode(dawn::CommandBufferBuilder& cmd, const tinygltf::Node& node, const glm::mat4& parent = glm::mat4()) {
glm::mat4 model;
if (node.matrix.size() == 16) {
model = glm::make_mat4(node.matrix.data());
@@ -554,12 +554,12 @@
}
void frame() {
- nxt::Texture backbuffer;
- nxt::RenderPassDescriptor renderPass;
+ dawn::Texture backbuffer;
+ dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
const auto& defaultSceneNodes = scene.scenes.at(scene.defaultScene);
- nxt::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder()
+ dawn::CommandBufferBuilder cmd = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderPass)
.Clone();
for (const auto& n : defaultSceneNodes) {