| // 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 <vector> |
| |
| nxt::Device device; |
| |
| nxt::Buffer indexBuffer; |
| nxt::Buffer vertexBuffer; |
| |
| nxt::Texture texture; |
| nxt::Sampler sampler; |
| |
| nxt::Queue queue; |
| nxt::Pipeline pipeline; |
| nxt::RenderPass renderpass; |
| nxt::Framebuffer framebuffer; |
| nxt::BindGroup bindGroup; |
| |
| void initBuffers() { |
| static const uint32_t indexData[3] = { |
| 0, 1, 2, |
| }; |
| indexBuffer = 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); |
| } |
| |
| void initTextures() { |
| texture = device.CreateTextureBuilder() |
| .SetDimension(nxt::TextureDimension::e2D) |
| .SetExtent(1024, 1024, 1) |
| .SetFormat(nxt::TextureFormat::R8G8B8A8Unorm) |
| .SetMipLevels(1) |
| .SetAllowedUsage(nxt::TextureUsageBit::TransferDst | nxt::TextureUsageBit::Sampled) |
| .GetResult(); |
| |
| sampler = device.CreateSamplerBuilder() |
| .SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear) |
| .GetResult(); |
| |
| // Initialize the texture with arbitrary data until we can load images |
| std::vector<uint8_t> data(4 * 1024 * 1024, 0); |
| for (size_t i = 0; i < data.size(); ++i) { |
| data[i] = i % 253; |
| } |
| |
| |
| nxt::Buffer stagingBuffer = 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) |
| .GetResult(); |
| |
| queue.Submit(1, ©); |
| texture.FreezeUsage(nxt::TextureUsageBit::Sampled); |
| } |
| |
| void init() { |
| device = CreateCppNXTDevice(); |
| |
| queue = device.CreateQueueBuilder().GetResult(); |
| |
| initBuffers(); |
| initTextures(); |
| |
| nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"( |
| #version 450 |
| layout(location = 0) in vec4 pos; |
| void main() { |
| gl_Position = pos; |
| })" |
| ); |
| |
| nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(set = 0, binding = 0) uniform sampler mySampler; |
| layout(set = 0, binding = 1) uniform texture2D myTexture; |
| |
| out vec4 fragColor; |
| void main() { |
| fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0)); |
| })" |
| ); |
| |
| 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(); |
| |
| CreateDefaultRenderPass(device, &renderpass, &framebuffer); |
| pipeline = device.CreatePipelineBuilder() |
| .SetSubpass(renderpass, 0) |
| .SetLayout(pl) |
| .SetStage(nxt::ShaderStage::Vertex, vsModule, "main") |
| .SetStage(nxt::ShaderStage::Fragment, fsModule, "main") |
| .SetInputState(inputState) |
| .GetResult(); |
| |
| nxt::TextureView view = texture.CreateTextureViewBuilder().GetResult(); |
| |
| bindGroup = device.CreateBindGroupBuilder() |
| .SetLayout(bgl) |
| .SetUsage(nxt::BindGroupUsage::Frozen) |
| .SetSamplers(0, 1, &sampler) |
| .SetTextureViews(1, 1, &view) |
| .GetResult(); |
| } |
| |
| struct {uint32_t a; float b;} s; |
| void frame() { |
| s.a = (s.a + 1) % 256; |
| s.b += 0.02; |
| if (s.b >= 1.0f) {s.b = 0.0f;} |
| static const uint32_t vertexBufferOffsets[1] = {0}; |
| nxt::CommandBuffer commands = device.CreateCommandBufferBuilder() |
| .BeginRenderPass(renderpass, framebuffer) |
| .SetPipeline(pipeline) |
| .SetBindGroup(0, bindGroup) |
| .SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets) |
| .SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32) |
| .DrawElements(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 |
| } |