| // 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" |
| |
| DawnDevice device; |
| DawnQueue queue; |
| DawnSwapChain swapchain; |
| DawnRenderPipeline pipeline; |
| |
| DawnTextureFormat swapChainFormat; |
| |
| void init() { |
| device = CreateCppDawnDevice().Release(); |
| queue = dawnDeviceCreateQueue(device); |
| |
| { |
| DawnSwapChainDescriptor descriptor; |
| descriptor.nextInChain = nullptr; |
| descriptor.implementation = GetSwapChainImplementation(); |
| swapchain = dawnDeviceCreateSwapChain(device, &descriptor); |
| } |
| swapChainFormat = static_cast<DawnTextureFormat>(GetPreferredSwapChainTextureFormat()); |
| dawnSwapChainConfigure(swapchain, swapChainFormat, DAWN_TEXTURE_USAGE_BIT_OUTPUT_ATTACHMENT, 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"; |
| DawnShaderModule vsModule = utils::CreateShaderModule(dawn::Device(device), dawn::ShaderStage::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"; |
| DawnShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs).Release(); |
| |
| { |
| DawnRenderPipelineDescriptor descriptor; |
| descriptor.nextInChain = nullptr; |
| |
| DawnPipelineStageDescriptor vertexStage; |
| vertexStage.nextInChain = nullptr; |
| vertexStage.module = vsModule; |
| vertexStage.entryPoint = "main"; |
| descriptor.vertexStage = &vertexStage; |
| |
| DawnPipelineStageDescriptor fragmentStage; |
| fragmentStage.nextInChain = nullptr; |
| fragmentStage.module = fsModule; |
| fragmentStage.entryPoint = "main"; |
| descriptor.fragmentStage = &fragmentStage; |
| |
| descriptor.sampleCount = 1; |
| |
| DawnBlendDescriptor blendDescriptor; |
| blendDescriptor.operation = DAWN_BLEND_OPERATION_ADD; |
| blendDescriptor.srcFactor = DAWN_BLEND_FACTOR_ONE; |
| blendDescriptor.dstFactor = DAWN_BLEND_FACTOR_ONE; |
| DawnColorStateDescriptor colorStateDescriptor; |
| colorStateDescriptor.nextInChain = nullptr; |
| colorStateDescriptor.format = swapChainFormat; |
| colorStateDescriptor.alphaBlend = blendDescriptor; |
| colorStateDescriptor.colorBlend = blendDescriptor; |
| colorStateDescriptor.colorWriteMask = DAWN_COLOR_WRITE_MASK_ALL; |
| |
| descriptor.colorStateCount = 1; |
| DawnColorStateDescriptor* colorStatesPtr[] = {&colorStateDescriptor}; |
| descriptor.colorStates = colorStatesPtr; |
| |
| DawnPipelineLayoutDescriptor pl; |
| pl.nextInChain = nullptr; |
| pl.bindGroupLayoutCount = 0; |
| pl.bindGroupLayouts = nullptr; |
| descriptor.layout = dawnDeviceCreatePipelineLayout(device, &pl); |
| |
| DawnInputStateDescriptor inputState; |
| inputState.nextInChain = nullptr; |
| inputState.numInputs = 0; |
| inputState.inputs = nullptr; |
| inputState.numAttributes = 0; |
| inputState.attributes = nullptr; |
| descriptor.inputState = &inputState; |
| |
| descriptor.indexFormat = DAWN_INDEX_FORMAT_UINT32; |
| descriptor.primitiveTopology = DAWN_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; |
| |
| descriptor.depthStencilState = nullptr; |
| |
| pipeline = dawnDeviceCreateRenderPipeline(device, &descriptor); |
| } |
| |
| dawnShaderModuleRelease(vsModule); |
| dawnShaderModuleRelease(fsModule); |
| } |
| |
| void frame() { |
| DawnTexture backbuffer = dawnSwapChainGetNextTexture(swapchain); |
| DawnTextureView backbufferView; |
| { |
| backbufferView = dawnTextureCreateDefaultTextureView(backbuffer); |
| } |
| DawnRenderPassDescriptor renderpassInfo; |
| DawnRenderPassColorAttachmentDescriptor colorAttachment; |
| DawnRenderPassColorAttachmentDescriptor* colorAttachments = {&colorAttachment}; |
| { |
| colorAttachment.attachment = backbufferView; |
| colorAttachment.resolveTarget = nullptr; |
| colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f }; |
| colorAttachment.loadOp = DAWN_LOAD_OP_CLEAR; |
| colorAttachment.storeOp = DAWN_STORE_OP_STORE; |
| renderpassInfo.colorAttachmentCount = 1; |
| renderpassInfo.colorAttachments = &colorAttachments; |
| renderpassInfo.depthStencilAttachment = nullptr; |
| } |
| DawnCommandBuffer commands; |
| { |
| DawnCommandEncoder encoder = dawnDeviceCreateCommandEncoder(device); |
| |
| DawnRenderPassEncoder pass = dawnCommandEncoderBeginRenderPass(encoder, &renderpassInfo); |
| dawnRenderPassEncoderSetPipeline(pass, pipeline); |
| dawnRenderPassEncoderDraw(pass, 3, 1, 0, 0); |
| dawnRenderPassEncoderEndPass(pass); |
| dawnRenderPassEncoderRelease(pass); |
| |
| commands = dawnCommandEncoderFinish(encoder); |
| dawnCommandEncoderRelease(encoder); |
| } |
| |
| dawnQueueSubmit(queue, 1, &commands); |
| dawnCommandBufferRelease(commands); |
| dawnSwapChainPresent(swapchain, backbuffer); |
| dawnTextureViewRelease(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 |
| } |