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Copy pathsquare.c
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292 lines (257 loc) · 8.53 KB
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#include "webgpu/wgpu_common.h"
/* WAjic WebGPU handles are uint32_t, not pointers; redefine NULL to plain 0
* so WGPU handle comparisons (e.g. ASSERT) compile without type errors. */
#ifdef __WAJIC__
#ifdef NULL
#undef NULL
#define NULL 0
#endif
#endif
#include <stdio.h>
/* -------------------------------------------------------------------------- *
* WebGPU Example - Square
*
* This example shows how to render a static colored square in WebGPU with only
* using vertex buffers.
*
* Ref:
* https://github.com/cx20/webgpu-test/tree/master/examples/webgpu_wgsl/square
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* vertex_shader_wgsl;
static const char* fragment_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Square example
* -------------------------------------------------------------------------- */
static struct {
struct {
wgpu_buffer_t positions; /* Positions */
wgpu_buffer_t colors; /* Colors */
} square;
WGPURenderPipeline pipeline;
WGPURenderPassColorAttachment color_attachment;
WGPURenderPassDescriptor render_pass_descriptor;
WGPUBool initialized;
} state = {
.color_attachment = {
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = {0.0, 0.0, 0.0, 1.0},
.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED,
},
.render_pass_descriptor = {
.colorAttachmentCount = 1,
.colorAttachments = &state.color_attachment,
},
};
static void init_vertex_buffers(wgpu_context_t* wgpu_context)
{
// Square data
// 1.0 y
// ^ -1.0
// | / z
// |/ x
// -1.0 -----------------> +1.0
// / |
// +1.0 / |
// -1.0
//
// [0]------[1]
// | |
// | |
// | |
// [2]------[3]
//
// clang-format off
static const float positions[12] = {
-0.5f, 0.5f, 0.0f, /* v0 */
0.5f, 0.5f, 0.0f, /* v1 */
-0.5f, -0.5f, 0.0f, /* v2 */
0.5f, -0.5f, 0.0f, /* v3 */
};
// clang-format on
state.square.positions = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(positions),
.count = 4,
.initial.data = positions,
});
static const float colors[16] = {
1.0f, 0.0f, 0.0f, 1.0f, /* v0 */
0.0f, 1.0f, 0.0f, 1.0f, /* v1 */
0.0f, 0.0f, 1.0f, 1.0f, /* v2 */
1.0f, 1.0f, 0.0f, 1.0f /* v3 */
};
state.square.colors = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Colored square - Vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(colors),
.count = 4,
.initial.data = colors,
});
}
static void init_pipeline(wgpu_context_t* wgpu_context)
{
WGPUShaderModule vert_shader_module
= wgpu_create_shader_module(wgpu_context->device, vertex_shader_wgsl);
WGPUShaderModule frag_shader_module
= wgpu_create_shader_module(wgpu_context->device, fragment_shader_wgsl);
/* Vertex buffer layout */
WGPUVertexBufferLayout vertex_buffer_layouts[2] = {
[0] = {
.arrayStride = sizeof(float) * 3,
.stepMode = WGPUVertexStepMode_Vertex,
.attributeCount = 1,
.attributes = &(WGPUVertexAttribute) {
/* Shader location 0 : vertex position */
.shaderLocation = 0,
.offset = 0,
.format = WGPUVertexFormat_Float32x3,
},
},
[1] = {
.arrayStride = sizeof(float) * 4,
.stepMode = WGPUVertexStepMode_Vertex,
.attributeCount = 1,
.attributes = &(WGPUVertexAttribute) {
/* Shader location 1 : vertex color */
.shaderLocation = 1,
.offset = 0,
.format = WGPUVertexFormat_Float32x4,
},
}
};
WGPURenderPipelineDescriptor rp_desc = {
.label = STRVIEW("Square - Render pipeline"),
.vertex = {
.module = vert_shader_module,
.entryPoint = STRVIEW("main"),
.bufferCount = (uint32_t)ARRAY_SIZE(vertex_buffer_layouts),
.buffers = vertex_buffer_layouts,
},
.fragment = &(WGPUFragmentState) {
.entryPoint = STRVIEW("main"),
.module = frag_shader_module,
.targetCount = 1,
.targets = &(WGPUColorTargetState) {
.format = wgpu_context->render_format,
.writeMask = WGPUColorWriteMask_All,
},
},
.primitive = {
.topology = WGPUPrimitiveTopology_TriangleStrip,
.stripIndexFormat = WGPUIndexFormat_Uint32,
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_Front,
},
.multisample = {
.count = 1,
.mask = 0xffffffff
},
};
state.pipeline
= wgpuDeviceCreateRenderPipeline(wgpu_context->device, &rp_desc);
ASSERT(state.pipeline != NULL);
wgpuShaderModuleRelease(vert_shader_module);
wgpuShaderModuleRelease(frag_shader_module);
}
static int init(struct wgpu_context_t* wgpu_context)
{
if (wgpu_context) {
init_vertex_buffers(wgpu_context);
init_pipeline(wgpu_context);
state.initialized = 1;
return EXIT_SUCCESS;
}
return EXIT_FAILURE;
}
static int frame(struct wgpu_context_t* wgpu_context)
{
if (!state.initialized) {
return EXIT_FAILURE;
}
WGPUDevice device = wgpu_context->device;
WGPUQueue queue = wgpu_context->queue;
state.color_attachment.view = wgpu_context->swapchain_view;
WGPUCommandEncoder cmd_enc = wgpuDeviceCreateCommandEncoder(device, NULL);
WGPURenderPassEncoder rpass_enc
= wgpuCommandEncoderBeginRenderPass(cmd_enc, &state.render_pass_descriptor);
/* Record render commands. */
wgpuRenderPassEncoderSetPipeline(rpass_enc, state.pipeline);
wgpuRenderPassEncoderSetViewport(rpass_enc, 0.0f, 0.0f,
(float)wgpu_context->width,
(float)wgpu_context->height, 0.0f, 1.0f);
wgpuRenderPassEncoderSetScissorRect(rpass_enc, 0u, 0u, wgpu_context->width,
wgpu_context->height);
wgpuRenderPassEncoderSetVertexBuffer(
rpass_enc, 0, state.square.positions.buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetVertexBuffer(rpass_enc, 1, state.square.colors.buffer,
0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDraw(rpass_enc, state.square.positions.count, 1, 0, 0);
wgpuRenderPassEncoderEnd(rpass_enc);
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(cmd_enc, NULL);
/* Submit and present. */
wgpuQueueSubmit(queue, 1, &cmd_buffer);
/* Cleanup */
wgpuRenderPassEncoderRelease(rpass_enc);
wgpuCommandBufferRelease(cmd_buffer);
wgpuCommandEncoderRelease(cmd_enc);
return EXIT_SUCCESS;
}
static void shutdown(struct wgpu_context_t* wgpu_context)
{
UNUSED_VAR(wgpu_context);
WGPU_RELEASE_RESOURCE(Buffer, state.square.positions.buffer)
WGPU_RELEASE_RESOURCE(Buffer, state.square.colors.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, state.pipeline)
}
int main(void)
{
wgpu_start(&(wgpu_desc_t){
.title = "Square",
.init_cb = init,
.frame_cb = frame,
.shutdown_cb = shutdown,
});
return EXIT_SUCCESS;
}
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
// clang-format off
static const char* vertex_shader_wgsl = CODE(
struct VertexInput {
@location(0) position : vec3<f32>,
@location(1) color : vec4<f32>
};
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) fragColor : vec4<f32>
};
@vertex
fn main(input : VertexInput) -> VertexOutput {
var output : VertexOutput;
output.fragColor = input.color;
output.Position = vec4<f32>(input.position, 1.0);
return output;
};
);
static const char* fragment_shader_wgsl = CODE(
struct FragmentInput {
@location(0) fragColor : vec4<f32>
};
struct FragmentOutput {
@location(0) outColor : vec4<f32>
};
@fragment
fn main(input : FragmentInput) -> FragmentOutput {
var output : FragmentOutput;
output.outColor = input.fragColor;
return output;
};
);
// clang-format on