1 // Copyright 2017 The Dawn Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 // http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 #include "SampleUtils.h"
16
17 #include "utils/SystemUtils.h"
18 #include "utils/WGPUHelpers.h"
19
20 WGPUDevice device;
21 WGPUQueue queue;
22 WGPUSwapChain swapchain;
23 WGPURenderPipeline pipeline;
24
25 WGPUTextureFormat swapChainFormat;
26
init()27 void init() {
28 device = CreateCppDawnDevice().Release();
29 queue = wgpuDeviceCreateQueue(device);
30
31 {
32 WGPUSwapChainDescriptor descriptor = {};
33 descriptor.implementation = GetSwapChainImplementation();
34 swapchain = wgpuDeviceCreateSwapChain(device, nullptr, &descriptor);
35 }
36 swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat());
37 wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_OutputAttachment, 640, 480);
38
39 const char* vs =
40 "#version 450\n"
41 "const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n"
42 "void main() {\n"
43 " gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
44 "}\n";
45 WGPUShaderModule vsModule =
46 utils::CreateShaderModule(wgpu::Device(device), utils::SingleShaderStage::Vertex, vs)
47 .Release();
48
49 const char* fs =
50 "#version 450\n"
51 "layout(location = 0) out vec4 fragColor;\n"
52 "void main() {\n"
53 " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
54 "}\n";
55 WGPUShaderModule fsModule =
56 utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs).Release();
57
58 {
59 WGPURenderPipelineDescriptor descriptor = {};
60
61 descriptor.vertexStage.module = vsModule;
62 descriptor.vertexStage.entryPoint = "main";
63
64 WGPUProgrammableStageDescriptor fragmentStage = {};
65 fragmentStage.module = fsModule;
66 fragmentStage.entryPoint = "main";
67 descriptor.fragmentStage = &fragmentStage;
68
69 descriptor.sampleCount = 1;
70
71 WGPUBlendDescriptor blendDescriptor = {};
72 blendDescriptor.operation = WGPUBlendOperation_Add;
73 blendDescriptor.srcFactor = WGPUBlendFactor_One;
74 blendDescriptor.dstFactor = WGPUBlendFactor_One;
75 WGPUColorStateDescriptor colorStateDescriptor = {};
76 colorStateDescriptor.format = swapChainFormat;
77 colorStateDescriptor.alphaBlend = blendDescriptor;
78 colorStateDescriptor.colorBlend = blendDescriptor;
79 colorStateDescriptor.writeMask = WGPUColorWriteMask_All;
80
81 descriptor.colorStateCount = 1;
82 descriptor.colorStates = &colorStateDescriptor;
83
84 WGPUPipelineLayoutDescriptor pl = {};
85 pl.bindGroupLayoutCount = 0;
86 pl.bindGroupLayouts = nullptr;
87 descriptor.layout = wgpuDeviceCreatePipelineLayout(device, &pl);
88
89 WGPUVertexStateDescriptor vertexState = {};
90 vertexState.indexFormat = WGPUIndexFormat_Uint32;
91 vertexState.vertexBufferCount = 0;
92 vertexState.vertexBuffers = nullptr;
93 descriptor.vertexState = &vertexState;
94
95 WGPURasterizationStateDescriptor rasterizationState = {};
96 rasterizationState.frontFace = WGPUFrontFace_CCW;
97 rasterizationState.cullMode = WGPUCullMode_None;
98 rasterizationState.depthBias = 0;
99 rasterizationState.depthBiasSlopeScale = 0.0;
100 rasterizationState.depthBiasClamp = 0.0;
101 descriptor.rasterizationState = &rasterizationState;
102
103 descriptor.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
104 descriptor.sampleMask = 0xFFFFFFFF;
105 descriptor.alphaToCoverageEnabled = false;
106
107 descriptor.depthStencilState = nullptr;
108
109 pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor);
110 }
111
112 wgpuShaderModuleRelease(vsModule);
113 wgpuShaderModuleRelease(fsModule);
114 }
115
frame()116 void frame() {
117 WGPUTextureView backbufferView = wgpuSwapChainGetCurrentTextureView(swapchain);
118 WGPURenderPassDescriptor renderpassInfo = {};
119 WGPURenderPassColorAttachmentDescriptor colorAttachment = {};
120 {
121 colorAttachment.attachment = backbufferView;
122 colorAttachment.resolveTarget = nullptr;
123 colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
124 colorAttachment.loadOp = WGPULoadOp_Clear;
125 colorAttachment.storeOp = WGPUStoreOp_Store;
126 renderpassInfo.colorAttachmentCount = 1;
127 renderpassInfo.colorAttachments = &colorAttachment;
128 renderpassInfo.depthStencilAttachment = nullptr;
129 }
130 WGPUCommandBuffer commands;
131 {
132 WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, nullptr);
133
134 WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
135 wgpuRenderPassEncoderSetPipeline(pass, pipeline);
136 wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
137 wgpuRenderPassEncoderEndPass(pass);
138 wgpuRenderPassEncoderRelease(pass);
139
140 commands = wgpuCommandEncoderFinish(encoder, nullptr);
141 wgpuCommandEncoderRelease(encoder);
142 }
143
144 wgpuQueueSubmit(queue, 1, &commands);
145 wgpuCommandBufferRelease(commands);
146 wgpuSwapChainPresent(swapchain);
147 wgpuTextureViewRelease(backbufferView);
148
149 DoFlush();
150 }
151
main(int argc,const char * argv[])152 int main(int argc, const char* argv[]) {
153 if (!InitSample(argc, argv)) {
154 return 1;
155 }
156 init();
157
158 while (!ShouldQuit()) {
159 frame();
160 utils::USleep(16000);
161 }
162
163 // TODO release stuff
164 }
165