| // 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 = wgpuDeviceGetQueue(device); |
| |
| { |
| WGPUSwapChainDescriptor descriptor = {}; |
| descriptor.implementation = GetSwapChainImplementation(); |
| swapchain = wgpuDeviceCreateSwapChain(device, nullptr, &descriptor); |
| } |
| swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat()); |
| wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_RenderAttachment, 640, 480); |
| |
| const char* vs = |
| "let pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(\n" |
| " vec2<f32>( 0.0, 0.5),\n" |
| " vec2<f32>(-0.5, -0.5),\n" |
| " vec2<f32>( 0.5, -0.5)\n" |
| ");\n" |
| "[[stage(vertex)]] fn main(\n" |
| " [[builtin(vertex_index)]] VertexIndex : u32\n" |
| ") -> [[builtin(position)]] vec4<f32> {\n" |
| " return vec4<f32>(pos[VertexIndex], 0.0, 1.0);\n" |
| "}\n"; |
| WGPUShaderModule vsModule = utils::CreateShaderModule(device, vs).Release(); |
| |
| const char* fs = |
| "[[stage(fragment)]] fn main() -> [[location(0)]] vec4<f32> {\n" |
| " return vec4<f32>(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| WGPUShaderModule fsModule = utils::CreateShaderModule(device, fs).Release(); |
| |
| { |
| WGPURenderPipelineDescriptor descriptor = {}; |
| |
| // Fragment state |
| WGPUBlendState blend = {}; |
| blend.color.operation = WGPUBlendOperation_Add; |
| blend.color.srcFactor = WGPUBlendFactor_One; |
| blend.color.dstFactor = WGPUBlendFactor_One; |
| blend.alpha.operation = WGPUBlendOperation_Add; |
| blend.alpha.srcFactor = WGPUBlendFactor_One; |
| blend.alpha.dstFactor = WGPUBlendFactor_One; |
| |
| WGPUColorTargetState colorTarget = {}; |
| colorTarget.format = swapChainFormat; |
| colorTarget.blend = &blend; |
| colorTarget.writeMask = WGPUColorWriteMask_All; |
| |
| WGPUFragmentState fragment = {}; |
| fragment.module = fsModule; |
| fragment.entryPoint = "main"; |
| fragment.targetCount = 1; |
| fragment.targets = &colorTarget; |
| descriptor.fragment = &fragment; |
| |
| // Other state |
| descriptor.layout = nullptr; |
| descriptor.depthStencil = nullptr; |
| |
| descriptor.vertex.module = vsModule; |
| descriptor.vertex.entryPoint = "main"; |
| descriptor.vertex.bufferCount = 0; |
| descriptor.vertex.buffers = nullptr; |
| |
| descriptor.multisample.count = 1; |
| descriptor.multisample.mask = 0xFFFFFFFF; |
| descriptor.multisample.alphaToCoverageEnabled = false; |
| |
| descriptor.primitive.frontFace = WGPUFrontFace_CCW; |
| descriptor.primitive.cullMode = WGPUCullMode_None; |
| descriptor.primitive.topology = WGPUPrimitiveTopology_TriangleList; |
| descriptor.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; |
| |
| 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 |
| } |