| // 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 = wgpuDeviceCreateQueue(device); |
| |
| { |
| WGPUSwapChainDescriptor descriptor; |
| descriptor.nextInChain = nullptr; |
| descriptor.label = nullptr; |
| descriptor.implementation = GetSwapChainImplementation(); |
| swapchain = wgpuDeviceCreateSwapChain(device, &descriptor); |
| } |
| swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat()); |
| wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_OutputAttachment, 640, 480); |
| |
| const char* vs = |
| "#version 450\n" |
| "const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n" |
| "void main() {\n" |
| " gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n" |
| "}\n"; |
| WGPUShaderModule vsModule = |
| utils::CreateShaderModule(wgpu::Device(device), utils::SingleShaderStage::Vertex, vs) |
| .Release(); |
| |
| const char* fs = |
| "#version 450\n" |
| "layout(location = 0) out vec4 fragColor;" |
| "void main() {\n" |
| " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" |
| "}\n"; |
| WGPUShaderModule fsModule = |
| utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs).Release(); |
| |
| { |
| WGPURenderPipelineDescriptor descriptor; |
| descriptor.label = nullptr; |
| descriptor.nextInChain = nullptr; |
| |
| descriptor.vertexStage.nextInChain = nullptr; |
| descriptor.vertexStage.module = vsModule; |
| descriptor.vertexStage.entryPoint = "main"; |
| |
| WGPUProgrammableStageDescriptor fragmentStage; |
| fragmentStage.nextInChain = nullptr; |
| fragmentStage.module = fsModule; |
| fragmentStage.entryPoint = "main"; |
| descriptor.fragmentStage = &fragmentStage; |
| |
| descriptor.sampleCount = 1; |
| |
| WGPUBlendDescriptor blendDescriptor; |
| blendDescriptor.operation = WGPUBlendOperation_Add; |
| blendDescriptor.srcFactor = WGPUBlendFactor_One; |
| blendDescriptor.dstFactor = WGPUBlendFactor_One; |
| WGPUColorStateDescriptor colorStateDescriptor; |
| colorStateDescriptor.nextInChain = nullptr; |
| colorStateDescriptor.format = swapChainFormat; |
| colorStateDescriptor.alphaBlend = blendDescriptor; |
| colorStateDescriptor.colorBlend = blendDescriptor; |
| colorStateDescriptor.writeMask = WGPUColorWriteMask_All; |
| |
| descriptor.colorStateCount = 1; |
| descriptor.colorStates = &colorStateDescriptor; |
| |
| WGPUPipelineLayoutDescriptor pl; |
| pl.nextInChain = nullptr; |
| pl.label = nullptr; |
| pl.bindGroupLayoutCount = 0; |
| pl.bindGroupLayouts = nullptr; |
| descriptor.layout = wgpuDeviceCreatePipelineLayout(device, &pl); |
| |
| WGPUVertexStateDescriptor vertexState; |
| vertexState.nextInChain = nullptr; |
| vertexState.indexFormat = WGPUIndexFormat_Uint32; |
| vertexState.vertexBufferCount = 0; |
| vertexState.vertexBuffers = nullptr; |
| descriptor.vertexState = &vertexState; |
| |
| WGPURasterizationStateDescriptor rasterizationState; |
| rasterizationState.nextInChain = nullptr; |
| rasterizationState.frontFace = WGPUFrontFace_CCW; |
| rasterizationState.cullMode = WGPUCullMode_None; |
| rasterizationState.depthBias = 0; |
| rasterizationState.depthBiasSlopeScale = 0.0; |
| rasterizationState.depthBiasClamp = 0.0; |
| descriptor.rasterizationState = &rasterizationState; |
| |
| descriptor.primitiveTopology = WGPUPrimitiveTopology_TriangleList; |
| descriptor.sampleMask = 0xFFFFFFFF; |
| descriptor.alphaToCoverageEnabled = false; |
| |
| descriptor.depthStencilState = nullptr; |
| |
| pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor); |
| } |
| |
| wgpuShaderModuleRelease(vsModule); |
| wgpuShaderModuleRelease(fsModule); |
| } |
| |
| void frame() { |
| WGPUTextureView backbufferView = wgpuSwapChainGetCurrentTextureView(swapchain); |
| WGPURenderPassDescriptor renderpassInfo; |
| renderpassInfo.nextInChain = nullptr; |
| renderpassInfo.label = nullptr; |
| 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 |
| } |