| // 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 "Utils.h" |
| |
| #include <string.h> |
| |
| nxt::Device device; |
| nxt::Queue queue; |
| nxt::Buffer buffer; |
| nxt::Pipeline renderPipeline; |
| nxt::BindGroup renderBindGroup; |
| nxt::RenderPass renderpass; |
| nxt::Framebuffer framebuffer; |
| nxt::Pipeline computePipeline; |
| nxt::BindGroup computeBindGroup; |
| |
| void init() { |
| device = CreateCppNXTDevice(); |
| |
| queue = device.CreateQueueBuilder().GetResult(); |
| |
| struct {uint32_t a; float b;} s; |
| memset(&s, sizeof(s), 0); |
| buffer = device.CreateBufferBuilder() |
| .SetAllowedUsage(nxt::BufferUsageBit::MapWrite | nxt::BufferUsageBit::Uniform | nxt::BufferUsageBit::Storage) |
| .SetInitialUsage(nxt::BufferUsageBit::MapWrite) |
| .SetSize(sizeof(s)) |
| .GetResult(); |
| buffer.SetSubData(0, sizeof(s) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&s)); |
| |
| nxt::BufferView view = buffer.CreateBufferViewBuilder() |
| .SetExtent(0, sizeof(s)) |
| .GetResult(); |
| |
| { |
| nxt::ShaderModule module = CreateShaderModule(device, nxt::ShaderStage::Compute, R"( |
| #version 450 |
| layout(set = 0, binding = 0) buffer myBlock { |
| int a; |
| float b; |
| } myStorage; |
| void main() { |
| myStorage.a = (myStorage.a + 1) % 256; |
| myStorage.b = mod((myStorage.b + 0.02), 1.0); |
| })" |
| ); |
| |
| nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() |
| .SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 0, 1) |
| .GetResult(); |
| |
| nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() |
| .SetBindGroupLayout(0, bgl) |
| .GetResult(); |
| |
| computePipeline = device.CreatePipelineBuilder() |
| .SetLayout(pl) |
| .SetStage(nxt::ShaderStage::Compute, module, "main") |
| .GetResult(); |
| |
| computeBindGroup = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetUsage(nxt::BindGroupUsage::Frozen) |
| .SetBufferViews(0, 1, &view) |
| .GetResult(); |
| } |
| |
| { |
| nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( |
| #version 450 |
| const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f)); |
| void main() { |
| gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0); |
| })" |
| ); |
| |
| nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(set = 0, binding = 0) uniform myBlock { |
| int a; |
| float b; |
| } myUbo; |
| out vec4 fragColor; |
| void main() { |
| fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0); |
| })" |
| ); |
| |
| nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder() |
| .SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1) |
| .GetResult(); |
| |
| nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder() |
| .SetBindGroupLayout(0, bgl) |
| .GetResult(); |
| |
| CreateDefaultRenderPass(device, &renderpass, &framebuffer); |
| renderPipeline = device.CreatePipelineBuilder() |
| .SetSubpass(renderpass, 0) |
| .SetLayout(pl) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") |
| .GetResult(); |
| |
| renderBindGroup = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetUsage(nxt::BindGroupUsage::Frozen) |
| .SetBufferViews(0, 1, &view) |
| .GetResult(); |
| } |
| } |
| |
| void frame() { |
| nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() |
| .SetPipeline(computePipeline) |
| .TransitionBufferUsage(buffer, nxt::BufferUsageBit::Storage) |
| .SetBindGroup(0, computeBindGroup) |
| .Dispatch(1, 1, 1) |
| |
| .BeginRenderPass(renderpass, framebuffer) |
| .SetPipeline(renderPipeline) |
| .TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform) |
| .SetBindGroup(0, renderBindGroup) |
| .DrawArrays(3, 1, 0, 0) |
| .EndRenderPass() |
| |
| .GetResult(); |
| |
| queue.Submit(1, &commands); |
| DoSwapBuffers(); |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitUtils(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |