| // 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 vertexBufferQuad; |
| |
| nxt::Texture renderTarget; |
| nxt::TextureView renderTargetView; |
| nxt::Sampler samplerPost; |
| |
| nxt::Queue queue; |
| nxt::SwapChain swapchain; |
| nxt::RenderPipeline pipeline; |
| nxt::RenderPipeline pipelinePost; |
| nxt::BindGroup bindGroup; |
| nxt::RenderPass renderpass; |
| |
| void initBuffers() { |
| 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 = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex); |
| |
| static const float vertexDataQuad[24] = { |
| -1.0f, -1.0f, 0.0f, 1.0f, |
| -1.0f, 1.0f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.0f, 1.0f, |
| -1.0f, 1.0f, 0.0f, 1.0f, |
| 1.0f, -1.0f, 0.0f, 1.0f, |
| 1.0f, 1.0f, 0.0f, 1.0f, |
| }; |
| vertexBufferQuad = utils::CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex); |
| } |
| |
| void initTextures() { |
| renderTarget = device.CreateTextureBuilder() |
| .SetDimension(nxt::TextureDimension::e2D) |
| .SetExtent(640, 480, 1) |
| .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) |
| .SetMipLevels(1) |
| .SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::Sampled) |
| .SetInitialUsage(nxt::TextureUsageBit::OutputAttachment) |
| .GetResult(); |
| renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult(); |
| |
| samplerPost = device.CreateSamplerBuilder() |
| .SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear) |
| .GetResult(); |
| } |
| |
| void initRenderPass() { |
| renderpass = device.CreateRenderPassBuilder() |
| .SetAttachmentCount(2) |
| .AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm) |
| .AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm) |
| .SetSubpassCount(2) |
| // subpass 0 |
| .SubpassSetColorAttachment(0, 0, 0) // -> render target |
| // subpass 1 |
| .SubpassSetColorAttachment(1, 0, 1) // -> back buffer |
| .GetResult(); |
| } |
| |
| void initPipeline() { |
| nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( |
| #version 450 |
| layout(location = 0) in vec4 pos; |
| void main() { |
| gl_Position = pos; |
| })" |
| ); |
| |
| nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) 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) |
| .GetResult(); |
| |
| pipeline = device.CreateRenderPipelineBuilder() |
| .SetSubpass(renderpass, 0) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .GetResult(); |
| } |
| |
| void initPipelinePost() { |
| nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( |
| #version 450 |
| layout(location = 0) in vec4 pos; |
| void main() { |
| gl_Position = pos; |
| })" |
| ); |
| |
| nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(set = 0, binding = 0) uniform sampler samp; |
| layout(set = 0, binding = 1) uniform texture2D tex; |
| layout(location = 0) out vec4 fragColor; |
| void main() { |
| fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0); |
| })" |
| ); |
| |
| auto inputState = device.CreateInputStateBuilder() |
| .SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0) |
| .SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex) |
| .GetResult(); |
| |
| nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() |
| .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1) |
| .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1) |
| .GetResult(); |
| |
| nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() |
| .SetBindGroupLayout(0, bgl) |
| .GetResult(); |
| |
| pipelinePost = device.CreateRenderPipelineBuilder() |
| .SetSubpass(renderpass, 1) |
| .SetLayout(pl) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .GetResult(); |
| |
| bindGroup = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetUsage(nxt::BindGroupUsage::Frozen) |
| .SetSamplers(0, 1, &samplerPost) |
| .SetTextureViews(1, 1, &renderTargetView) |
| .GetResult(); |
| } |
| |
| void init() { |
| device = CreateCppNXTDevice(); |
| |
| queue = device.CreateQueueBuilder().GetResult(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, 640, 480); |
| |
| initBuffers(); |
| initTextures(); |
| initRenderPass(); |
| initPipeline(); |
| initPipelinePost(); |
| } |
| |
| void frame() { |
| nxt::Texture backbuffer = swapchain.GetNextTexture(); |
| auto backbufferView = backbuffer.CreateTextureViewBuilder().GetResult(); |
| auto framebuffer = device.CreateFramebufferBuilder() |
| .SetRenderPass(renderpass) |
| .SetDimensions(640, 480) |
| .SetAttachment(0, renderTargetView) |
| .SetAttachment(1, backbufferView) |
| .GetResult(); |
| |
| static const uint32_t vertexBufferOffsets[1] = {0}; |
| nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() |
| .BeginRenderPass(renderpass, framebuffer) |
| .BeginRenderSubpass() |
| // renderTarget implicitly locked to to Attachment usage (if not already frozen) |
| .SetRenderPipeline(pipeline) |
| .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderSubpass() |
| // renderTarget usage unlocked, but left in Attachment usage |
| .BeginRenderSubpass() |
| .SetRenderPipeline(pipelinePost) |
| .SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets) |
| .TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled) |
| .SetBindGroup(0, bindGroup) |
| .DrawArrays(6, 1, 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 |
| } |