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#include "app.hpp"
#include "video.hpp"
extern "C" {
#include "plat.h"
#include "memory.h"
}
#include <string.h>
#define video_arena_size (1024 * 1024 * 16)
#define per_frame_memory_size (1024 * 1024)
static float verts[] = {
0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.0f, -0.5f, 0.0f, 0.0f, 1.0f
};
struct C2 : public App {
Device* dev;
void on_resize() override {
dev->on_resize();
}
};
int main() {
Arena video_arena;
Device* dev;
Shader_Id shader;
Buffer_Id vbo;
C2* app = App::create<C2>("c2");
void* per_frame;
app->running = 1;
init_arena(
&video_arena,
arena_alloc(app->arena, video_arena_size),
video_arena_size
);
dev = Device::create(&video_arena, app);
app->dev = dev;
shader = dev->load_shader("data/triangle.csh");
per_frame = heap_alloc(
dev->heap,
per_frame_memory_size
);
assert(per_frame != 0);
uint8_t r = 0;
vbo = dev->create_buffer(
sizeof verts,
Buffer_Flags::vertex_buffer |
Buffer_Flags::cpu_readwrite
);
{
void* mem;
mem = dev->map_buffer(vbo, 0, sizeof verts);
memcpy(mem, verts, sizeof verts);
dev->unmap_buffer(vbo);
}
while (app->running) {
Arena frame_arena;
init_arena(&frame_arena, per_frame, per_frame_memory_size);
app->begin();
dev->begin_frame();
Pipeline_Builder pb(&frame_arena);
pb.begin_rp();
pb.rp_target(dev->get_backbuffer(), { r, 0x00, 0xff, 0xff });
Render_Pass& pass = pb.build_rp();
pb.begin();
pb.shader(shader);
pb.vertex_format(dev->get_shader(shader).vf);
Pipeline& pip = pb.build();
Vertex_Buffer_Binding binding[] = {{
.id = vbo,
.offset = 0,
.target = dev->get_shader(shader).binding_index("verts")
}, {}};
Draw draw{};
draw.verts = binding;
draw.vertex_count = 3;
draw.instance_count = 1;
dev->get_ctx().submit(*dev, draw, pip, pass);
/* dev->get_ctx().submit(*dev, pass);*/
r += 10;
dev->present();
app->end();
}
dev->destroy_buffer(vbo);
dev->destroy_shader(shader);
dev->destroy();
app->destroy();
}
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