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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include "dawn/samples/SampleUtils.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/SystemUtils.h"
#include "dawn/utils/WGPUHelpers.h"
wgpu::Device device;
wgpu::Queue queue;
wgpu::SwapChain swapchain;
wgpu::Buffer vertexBuffer;
wgpu::RenderPipeline pipeline;
void init() {
device = CreateCppDawnDevice();
queue = device.GetQueue();
swapchain = GetSwapChain();
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 = dawn::utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
wgpu::BufferUsage::Vertex);
wgpu::ShaderModule module = dawn::utils::CreateShaderModule(device, R"(
@vertex fn vs(@location(0) pos : vec4f) -> @builtin(position) vec4f {
return pos;
}
@fragment fn fs(@builtin(position) FragCoord : vec4f) -> @location(0) vec4f {
return vec4f(1, 0, 0, 1);
}
)");
dawn::utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = nullptr;
descriptor.vertex.module = module;
descriptor.vertex.bufferCount = 1;
descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cBuffers[0].attributeCount = 1;
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
descriptor.cFragment.module = module;
descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
pipeline = device.CreateRenderPipeline(&descriptor);
}
void frame() {
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
dawn::utils::ComboRenderPassDescriptor renderPass({backbufferView});
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetVertexBuffer(0, vertexBuffer);
pass.Draw(3);
pass.End();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
swapchain.Present();
DoFlush();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
dawn::utils::USleep(16000);
}
}