Split NXT helpers from example/Utils into src/utils
This will make it possible to use them in the test suites
diff --git a/examples/HelloTriangle.cpp b/examples/HelloTriangle.cpp
index 75b32c0..cfe763e 100644
--- a/examples/HelloTriangle.cpp
+++ b/examples/HelloTriangle.cpp
@@ -14,6 +14,8 @@
#include "Utils.h"
+#include "utils/NXTHelpers.h"
+
#include <vector>
nxt::Device device;
@@ -34,14 +36,14 @@
static const uint32_t indexData[3] = {
0, 1, 2,
};
- indexBuffer = CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::BufferUsageBit::Index);
+ indexBuffer = utils::CreateFrozenBufferFromData(device, indexData, sizeof(indexData), nxt::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 = CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
+ vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
}
void initTextures() {
@@ -64,7 +66,7 @@
}
- nxt::Buffer stagingBuffer = CreateFrozenBufferFromData(device, data.data(), data.size(), nxt::BufferUsageBit::TransferSrc);
+ nxt::Buffer stagingBuffer = utils::CreateFrozenBufferFromData(device, data.data(), data.size(), nxt::BufferUsageBit::TransferSrc);
nxt::CommandBuffer copy = device.CreateCommandBufferBuilder()
.TransitionTextureUsage(texture, nxt::TextureUsageBit::TransferDst)
.CopyBufferToTexture(stagingBuffer, 0, texture, 0, 0, 0, 1024, 1024, 1, 0)
@@ -82,7 +84,7 @@
initBuffers();
initTextures();
- nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
+ nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
@@ -90,7 +92,7 @@
})"
);
- nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
+ nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler mySampler;
layout(set = 0, binding = 1) uniform texture2D myTexture;
@@ -115,7 +117,7 @@
.SetBindGroupLayout(0, bgl)
.GetResult();
- CreateDefaultRenderPass(device, &renderpass, &framebuffer);
+ utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
pipeline = device.CreatePipelineBuilder()
.SetSubpass(renderpass, 0)
.SetLayout(pl)