| // 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 = wgpuDeviceGetDefaultQueue(device); | |
| { | |
| WGPUSwapChainDescriptor descriptor = {}; | |
| descriptor.implementation = GetSwapChainImplementation(); | |
| swapchain = wgpuDeviceCreateSwapChain(device, nullptr, &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;\n" | |
| "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.vertexStage.module = vsModule; | |
| descriptor.vertexStage.entryPoint = "main"; | |
| WGPUProgrammableStageDescriptor fragmentStage = {}; | |
| 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.format = swapChainFormat; | |
| colorStateDescriptor.alphaBlend = blendDescriptor; | |
| colorStateDescriptor.colorBlend = blendDescriptor; | |
| colorStateDescriptor.writeMask = WGPUColorWriteMask_All; | |
| descriptor.colorStateCount = 1; | |
| descriptor.colorStates = &colorStateDescriptor; | |
| WGPUPipelineLayoutDescriptor pl = {}; | |
| pl.bindGroupLayoutCount = 0; | |
| pl.bindGroupLayouts = nullptr; | |
| descriptor.layout = wgpuDeviceCreatePipelineLayout(device, &pl); | |
| WGPUVertexStateDescriptor vertexState = {}; | |
| vertexState.indexFormat = WGPUIndexFormat_Uint32; | |
| vertexState.vertexBufferCount = 0; | |
| vertexState.vertexBuffers = nullptr; | |
| descriptor.vertexState = &vertexState; | |
| WGPURasterizationStateDescriptor rasterizationState = {}; | |
| 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 = {}; | |
| 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 | |
| } |