| // Copyright 2017 The NXT 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/NXTHelpers.h" |
| #include "utils/SystemUtils.h" |
| |
| #include <vector> |
| |
| nxt::Device device; |
| |
| nxt::Buffer vertexBuffer; |
| nxt::Buffer instanceBuffer; |
| |
| nxt::Queue queue; |
| nxt::SwapChain swapchain; |
| nxt::TextureView depthStencilView; |
| nxt::RenderPipeline pipeline; |
| nxt::RenderPass renderpass; |
| |
| void initBuffers() { |
| static const float vertexData[12] = { |
| 0.0f, 0.1f, 0.0f, 1.0f, |
| -0.1f, -0.1f, 0.0f, 1.0f, |
| 0.1f, -0.1f, 0.0f, 1.0f, |
| }; |
| vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex); |
| |
| static const float instanceData[8] = { |
| -0.5f, -0.5f, |
| -0.5f, 0.5f, |
| 0.5f, -0.5f, |
| 0.5f, 0.5f, |
| }; |
| instanceBuffer = utils::CreateFrozenBufferFromData(device, instanceData, sizeof(instanceData), nxt::BufferUsageBit::Vertex); |
| } |
| |
| void init() { |
| device = CreateCppNXTDevice(); |
| |
| queue = device.CreateQueueBuilder().GetResult(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), |
| nxt::TextureUsageBit::OutputAttachment, 640, 480); |
| |
| initBuffers(); |
| |
| nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( |
| #version 450 |
| layout(location = 0) in vec4 pos; |
| layout(location = 1) in vec2 instance; |
| void main() { |
| gl_Position = vec4(pos.xy + instance, pos.zw); |
| })" |
| ); |
| |
| nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| out vec4 fragColor; |
| void main() { |
| fragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| })" |
| ); |
| |
| auto inputState = device.CreateInputStateBuilder() |
| .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0) |
| .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) |
| .SetAttribute(1, 1, nxt::VertexFormat::FloatR32G32, 0) |
| .SetInput(1, 2 * sizeof(float), nxt::InputStepMode::Instance) |
| .GetResult(); |
| |
| renderpass = CreateDefaultRenderPass(device); |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| pipeline = device.CreateRenderPipelineBuilder() |
| .SetSubpass(renderpass, 0) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .GetResult(); |
| } |
| |
| void frame() { |
| nxt::Texture backbuffer; |
| nxt::Framebuffer framebuffer; |
| GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer); |
| |
| static const uint32_t vertexBufferOffsets[1] = {0}; |
| nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() |
| .BeginRenderPass(renderpass, framebuffer) |
| .BeginRenderSubpass() |
| .SetRenderPipeline(pipeline) |
| .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) |
| .SetVertexBuffers(1, 1, &instanceBuffer, vertexBufferOffsets) |
| .DrawArrays(3, 4, 0, 0) |
| .EndRenderSubpass() |
| .EndRenderPass() |
| .GetResult(); |
| |
| queue.Submit(1, &commands); |
| backbuffer.TransitionUsage(nxt::TextureUsageBit::Present); |
| swapchain.Present(backbuffer); |
| DoFlush(); |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |