Implement rendering a red triangle in the triangle-webgpu example

This commit is contained in:
Sebastian Dawid 2025-09-30 11:42:16 +02:00
parent 1471e07ceb
commit 0111a5977e
2 changed files with 128 additions and 4 deletions

View File

@ -27,8 +27,6 @@ set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h"
include(FetchContent)
set(WEBGPU_LINK_TYPE STATIC)
set(WEBGPU_BACKEND WGPU)
FetchContent_Declare(
webgpu
GIT_REPOSITORY https://github.com/eliemichel/WebGPU-distribution.git
@ -58,6 +56,7 @@ if (RT_LIBRARY)
endif()
target_link_libraries(triangle-webgpu webgpu)
target_copy_webgpu_binaries(triangle-webgpu)
set(GUI_ONLY_BINARIES boing gears heightmap particles sharing splitview
triangle-opengl triangle-opengles triangle-webgpu wave windows)

View File

@ -27,6 +27,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#include <string.h>
#include <webgpu/webgpu.h>
#include <webgpu/wgpu.h>
@ -35,7 +36,27 @@
#define SHADER_SOURCE(...) #__VA_ARGS__
static const char* CODE = SHADER_SOURCE();
static const char* CODE = SHADER_SOURCE(
@vertex
fn vert(@builtin(vertex_index) index: u32) -> @builtin(position) vec4f {
var p = vec2f(0.0, 0.0);
if (index == 0u) {
p = vec2f(-0.5, -0.5);
} else if (index == 1u) {
p = vec2f(0.5, -0.5);
} else {
p = vec2f(0.0, 0.5);
}
return vec4f(p, 0.0, 1.0);
}
@fragment
fn frag() -> @location(0) vec4f {
return vec4f(1.0, 0.0, 0.0, 1.0);
}
);
static void error_callback(int error, const char* description);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
@ -51,6 +72,7 @@ int main(void)
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwSetWGPUInstanceCreateSurfaceAddr(wgpuInstanceCreateSurface);
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
@ -103,7 +125,7 @@ int main(void)
while (!success); // spin until we get the adapter
success = false;
WGPULimits supported_limits;
WGPULimits supported_limits = {0};
wgpuAdapterGetLimits(adapter, &supported_limits);
WGPULimits required_limits = get_required_limits(&supported_limits);
@ -177,7 +199,73 @@ int main(void)
wgpuAdapterRelease(adapter);
wgpuInstanceRelease(instance);
WGPUShaderSourceWGSL shader_source = {0};
shader_source.chain.next = NULL;
shader_source.chain.sType = WGPUSType_ShaderSourceWGSL;
shader_source.code = (WGPUStringView) { CODE, strlen(CODE) };
WGPUShaderModuleDescriptor module_descriptor = {0};
module_descriptor.nextInChain = &shader_source.chain;
module_descriptor.label = (WGPUStringView) { NULL, SIZE_MAX };
WGPUShaderModule module = wgpuDeviceCreateShaderModule(device, &module_descriptor);
WGPURenderPipelineDescriptor pipeline_descriptor = {0};
pipeline_descriptor.nextInChain = NULL;
pipeline_descriptor.label = (WGPUStringView) { NULL, SIZE_MAX };
pipeline_descriptor.layout = NULL;
pipeline_descriptor.vertex.nextInChain = NULL;
pipeline_descriptor.vertex.entryPoint = (WGPUStringView) { "vert", 4 };
pipeline_descriptor.vertex.module = module;
pipeline_descriptor.vertex.bufferCount = 0;
pipeline_descriptor.vertex.buffers = NULL;
pipeline_descriptor.vertex.constantCount = 0;
pipeline_descriptor.vertex.constants = NULL;
pipeline_descriptor.primitive.nextInChain = NULL;
pipeline_descriptor.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipeline_descriptor.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
pipeline_descriptor.primitive.frontFace = WGPUFrontFace_CCW;
pipeline_descriptor.primitive.cullMode = WGPUCullMode_None;
WGPUBlendState blend_state = {0};
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend_state.color.operation = WGPUBlendOperation_Add;
blend_state.alpha.srcFactor = WGPUBlendFactor_Zero;
blend_state.alpha.dstFactor = WGPUBlendFactor_One;
blend_state.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState color_target_state = {0};
color_target_state.nextInChain = NULL;
color_target_state.format = format;
color_target_state.blend = &blend_state;
color_target_state.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment_state = {0};
fragment_state.nextInChain = NULL;
fragment_state.module = module;
fragment_state.entryPoint = (WGPUStringView) { "frag", 4 };
fragment_state.constantCount = 0;
fragment_state.constants = NULL;
fragment_state.targetCount = 1;
fragment_state.targets = &color_target_state;
pipeline_descriptor.fragment = &fragment_state;
pipeline_descriptor.multisample.count = 1;
pipeline_descriptor.multisample.mask = ~0u;
pipeline_descriptor.multisample.alphaToCoverageEnabled = false;
pipeline_descriptor.depthStencil = NULL;
WGPURenderPipeline pipeline = wgpuDeviceCreateRenderPipeline(device, &pipeline_descriptor);
wgpuShaderModuleRelease(module);
WGPUSurfaceTexture surface_texture = {0};
WGPUTextureView target_view = {0};
while (!glfwWindowShouldClose(window))
@ -207,6 +295,43 @@ int main(void)
if (target_view == NULL)
continue;
WGPURenderPassDescriptor render_pass_descriptor = {0};
render_pass_descriptor.nextInChain = NULL;
WGPURenderPassColorAttachment color_attachment = {0};
color_attachment.view = target_view;
color_attachment.resolveTarget = NULL;
color_attachment.loadOp = WGPULoadOp_Clear;
color_attachment.storeOp = WGPUStoreOp_Store;
color_attachment.clearValue = (WGPUColor) { 0.0f, 0.0f, 0.0f, 1.0f };
render_pass_descriptor.colorAttachmentCount = 1;
render_pass_descriptor.colorAttachments = &color_attachment;
render_pass_descriptor.depthStencilAttachment = NULL;
render_pass_descriptor.timestampWrites = NULL;
WGPUCommandEncoderDescriptor encoder_descriptor = {0};
encoder_descriptor.nextInChain = NULL;
encoder_descriptor.label = (WGPUStringView) { NULL, SIZE_MAX };
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, &encoder_descriptor);
WGPURenderPassEncoder render_pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_descriptor);
wgpuRenderPassEncoderSetPipeline(render_pass, pipeline);
wgpuRenderPassEncoderDraw(render_pass, 3, 1, 0, 0);
wgpuRenderPassEncoderEnd(render_pass);
wgpuRenderPassEncoderRelease(render_pass);
WGPUCommandBufferDescriptor command_buffer_descriptor = {0};
command_buffer_descriptor.nextInChain = NULL;
command_buffer_descriptor.label = (WGPUStringView) { NULL, SIZE_MAX };
WGPUCommandBuffer command_buffer = wgpuCommandEncoderFinish(encoder, &command_buffer_descriptor);
wgpuQueueSubmit(queue, 1, &command_buffer);
wgpuCommandBufferRelease(command_buffer);
wgpuTextureViewRelease(target_view);
target_view = NULL;
wgpuSurfacePresent(surface);