Reduce left indentation for nested structs

This commit is contained in:
Joshua Groves 2019-03-08 07:15:36 -07:00
parent b2c58c7791
commit 5322f3c610
2 changed files with 193 additions and 185 deletions

5
.clang-format Normal file
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@ -0,0 +1,5 @@
IndentWidth: 4
# Reduce left indentation for nested structs
AlignOperands: false
AlignAfterOpenBracket: DontAlign

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@ -27,198 +27,201 @@
#define BIND_GROUP_LAYOUTS_LENGTH (1)
WGPUByteArray read_file(const char *name) {
FILE *file = fopen(name, "rb");
fseek(file, 0, SEEK_END);
long length = ftell(file);
unsigned char *bytes = malloc(length);
fseek(file, 0, SEEK_SET);
fread(bytes, 1, length, file);
fclose(file);
return (WGPUByteArray){
.bytes = bytes,
.length = length,
};
FILE *file = fopen(name, "rb");
fseek(file, 0, SEEK_END);
long length = ftell(file);
unsigned char *bytes = malloc(length);
fseek(file, 0, SEEK_SET);
fread(bytes, 1, length, file);
fclose(file);
return (WGPUByteArray){
.bytes = bytes,
.length = length,
};
}
int main() {
WGPUInstanceId instance = wgpu_create_instance();
WGPUInstanceId instance = wgpu_create_instance();
WGPUAdapterId adapter = wgpu_instance_get_adapter(
instance, &(WGPUAdapterDescriptor){
.power_preference = WGPUPowerPreference_LowPower,
});
WGPUDeviceId device = wgpu_adapter_create_device(
adapter, &(WGPUDeviceDescriptor){
.extensions =
{
.anisotropic_filtering = false,
},
});
WGPUShaderModuleId vertex_shader = wgpu_device_create_shader_module(
device, &(WGPUShaderModuleDescriptor){
.code = read_file("./../../data/hello_triangle.vert.spv"),
});
WGPUShaderModuleId fragment_shader = wgpu_device_create_shader_module(
device, &(WGPUShaderModuleDescriptor){
.code = read_file("./../../data/hello_triangle.frag.spv"),
});
WGPUBindGroupLayoutId bind_group_layout =
wgpu_device_create_bind_group_layout(device,
&(WGPUBindGroupLayoutDescriptor){
.bindings = NULL,
.bindings_length = 0,
});
WGPUBindGroupLayoutId bind_group_layouts[BIND_GROUP_LAYOUTS_LENGTH] = {
bind_group_layout};
WGPUPipelineLayoutId pipeline_layout = wgpu_device_create_pipeline_layout(
device, &(WGPUPipelineLayoutDescriptor){
.bind_group_layouts = bind_group_layouts,
.bind_group_layouts_length = BIND_GROUP_LAYOUTS_LENGTH,
});
WGPURenderPipelineId render_pipeline = wgpu_device_create_render_pipeline(
device, &(WGPURenderPipelineDescriptor){
.layout = pipeline_layout,
.vertex_stage =
(WGPUPipelineStageDescriptor){
.module = vertex_shader,
.entry_point = "main",
},
.fragment_stage =
(WGPUPipelineStageDescriptor){
.module = fragment_shader,
.entry_point = "main",
},
.rasterization_state =
(WGPURasterizationStateDescriptor){
.front_face = WGPUFrontFace_Ccw,
.cull_mode = WGPUCullMode_None,
.depth_bias = 0,
.depth_bias_slope_scale = 0.0,
.depth_bias_clamp = 0.0,
},
.primitive_topology = WGPUPrimitiveTopology_TriangleList,
.color_states =
&(WGPUColorStateDescriptor){
.format = WGPUTextureFormat_Bgra8Unorm,
.alpha =
(WGPUBlendDescriptor){
.src_factor = WGPUBlendFactor_One,
.dst_factor = WGPUBlendFactor_Zero,
.operation = WGPUBlendOperation_Add,
},
.color =
(WGPUBlendDescriptor){
.src_factor = WGPUBlendFactor_One,
.dst_factor = WGPUBlendFactor_Zero,
.operation = WGPUBlendOperation_Add,
},
.write_mask = WGPUColorWriteFlags_ALL,
},
.color_states_length = 1,
.depth_stencil_state = NULL,
.vertex_buffer_state =
(WGPUVertexBufferStateDescriptor){
.index_format = WGPUIndexFormat_Uint16,
.vertex_buffers = NULL,
.vertex_buffers_count = 0,
},
.sample_count = 1,
});
if (!glfwInit()) {
printf("Cannot initialize glfw");
return 1;
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow *window = glfwCreateWindow(640, 480, "wgpu with glfw", NULL, NULL);
if (!window) {
printf("Cannot create window");
return 1;
}
WGPUSurfaceId surface = {};
#if WGPU_TARGET == WGPU_TARGET_MACOS
{
id metal_layer = NULL;
NSWindow *ns_window = glfwGetCocoaWindow(window);
CALayer *layer = ns_window.contentView.layer;
[ns_window.contentView setWantsLayer:YES];
metal_layer = [CAMetalLayer layer];
[ns_window.contentView setLayer:metal_layer];
surface =
wgpu_instance_create_surface_from_macos_layer(instance, metal_layer);
}
#elif WGPU_TARGET == WGPU_TARGET_LINUX
{
Display *x11_display = glfwGetX11Display();
Window x11_window = glfwGetX11Window(window);
surface = wgpu_instance_create_surface_from_xlib(
instance, (const void **)x11_display, x11_window);
}
#elif WGPU_TARGET == WGPU_TARGET_WINDOWS
{
HWND hwnd = glfwGetWin32Window(window);
HINSTANCE hinstance = GetModuleHandle(NULL);
surface = wgpu_instance_create_surface_from_windows_hwnd(instance,
hinstance, hwnd);
}
#endif
WGPUSwapChainId swap_chain = wgpu_device_create_swap_chain(
device, surface,
&(WGPUSwapChainDescriptor){
.usage = WGPUTextureUsageFlags_OUTPUT_ATTACHMENT,
.format = WGPUTextureFormat_Bgra8Unorm,
.width = 640,
.height = 480,
});
while (!glfwWindowShouldClose(window)) {
WGPUSwapChainOutput next_texture =
wgpu_swap_chain_get_next_texture(swap_chain);
WGPUCommandEncoderId cmd_encoder = wgpu_device_create_command_encoder(
device, &(WGPUCommandEncoderDescriptor){.todo = 0});
WGPURenderPassColorAttachmentDescriptor_TextureViewId
color_attachments[ATTACHMENTS_LENGTH] = {
{
.attachment = next_texture.view_id,
.load_op = WGPULoadOp_Clear,
.store_op = WGPUStoreOp_Store,
.clear_color = WGPUColor_GREEN,
},
};
WGPURenderPassId rpass = wgpu_command_encoder_begin_render_pass(
cmd_encoder,
(WGPURenderPassDescriptor){
.color_attachments = color_attachments,
.color_attachments_length = RENDER_PASS_ATTACHMENTS_LENGTH,
.depth_stencil_attachment = NULL,
WGPUAdapterId adapter = wgpu_instance_get_adapter(instance,
&(WGPUAdapterDescriptor){
.power_preference = WGPUPowerPreference_LowPower,
});
wgpu_render_pass_set_pipeline(rpass, render_pipeline);
wgpu_render_pass_draw(rpass, 3, 1, 0, 0);
WGPUQueueId queue = wgpu_device_get_queue(device);
WGPUCommandBufferId cmd_buf = wgpu_render_pass_end_pass(rpass);
wgpu_queue_submit(queue, &cmd_buf, 1);
wgpu_swap_chain_present(swap_chain);
WGPUDeviceId device = wgpu_adapter_create_device(adapter,
&(WGPUDeviceDescriptor){
.extensions =
{
.anisotropic_filtering = false,
},
});
glfwPollEvents();
}
WGPUShaderModuleId vertex_shader = wgpu_device_create_shader_module(device,
&(WGPUShaderModuleDescriptor){
.code = read_file("./../../data/hello_triangle.vert.spv"),
});
glfwDestroyWindow(window);
glfwTerminate();
WGPUShaderModuleId fragment_shader =
wgpu_device_create_shader_module(device,
&(WGPUShaderModuleDescriptor){
.code = read_file("./../../data/hello_triangle.frag.spv"),
});
return 0;
WGPUBindGroupLayoutId bind_group_layout =
wgpu_device_create_bind_group_layout(device,
&(WGPUBindGroupLayoutDescriptor){
.bindings = NULL,
.bindings_length = 0,
});
WGPUBindGroupLayoutId bind_group_layouts[BIND_GROUP_LAYOUTS_LENGTH] = {
bind_group_layout};
WGPUPipelineLayoutId pipeline_layout =
wgpu_device_create_pipeline_layout(device,
&(WGPUPipelineLayoutDescriptor){
.bind_group_layouts = bind_group_layouts,
.bind_group_layouts_length = BIND_GROUP_LAYOUTS_LENGTH,
});
WGPURenderPipelineId render_pipeline =
wgpu_device_create_render_pipeline(device,
&(WGPURenderPipelineDescriptor){
.layout = pipeline_layout,
.vertex_stage =
(WGPUPipelineStageDescriptor){
.module = vertex_shader,
.entry_point = "main",
},
.fragment_stage =
(WGPUPipelineStageDescriptor){
.module = fragment_shader,
.entry_point = "main",
},
.rasterization_state =
(WGPURasterizationStateDescriptor){
.front_face = WGPUFrontFace_Ccw,
.cull_mode = WGPUCullMode_None,
.depth_bias = 0,
.depth_bias_slope_scale = 0.0,
.depth_bias_clamp = 0.0,
},
.primitive_topology = WGPUPrimitiveTopology_TriangleList,
.color_states =
&(WGPUColorStateDescriptor){
.format = WGPUTextureFormat_Bgra8Unorm,
.alpha =
(WGPUBlendDescriptor){
.src_factor = WGPUBlendFactor_One,
.dst_factor = WGPUBlendFactor_Zero,
.operation = WGPUBlendOperation_Add,
},
.color =
(WGPUBlendDescriptor){
.src_factor = WGPUBlendFactor_One,
.dst_factor = WGPUBlendFactor_Zero,
.operation = WGPUBlendOperation_Add,
},
.write_mask = WGPUColorWriteFlags_ALL,
},
.color_states_length = 1,
.depth_stencil_state = NULL,
.vertex_buffer_state =
(WGPUVertexBufferStateDescriptor){
.index_format = WGPUIndexFormat_Uint16,
.vertex_buffers = NULL,
.vertex_buffers_count = 0,
},
.sample_count = 1,
});
if (!glfwInit()) {
printf("Cannot initialize glfw");
return 1;
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow *window =
glfwCreateWindow(640, 480, "wgpu with glfw", NULL, NULL);
if (!window) {
printf("Cannot create window");
return 1;
}
WGPUSurfaceId surface = {};
#if WGPU_TARGET == WGPU_TARGET_MACOS
{
id metal_layer = NULL;
NSWindow *ns_window = glfwGetCocoaWindow(window);
CALayer *layer = ns_window.contentView.layer;
[ns_window.contentView setWantsLayer:YES];
metal_layer = [CAMetalLayer layer];
[ns_window.contentView setLayer:metal_layer];
surface = wgpu_instance_create_surface_from_macos_layer(
instance, metal_layer);
}
#elif WGPU_TARGET == WGPU_TARGET_LINUX
{
Display *x11_display = glfwGetX11Display();
Window x11_window = glfwGetX11Window(window);
surface = wgpu_instance_create_surface_from_xlib(
instance, (const void **)x11_display, x11_window);
}
#elif WGPU_TARGET == WGPU_TARGET_WINDOWS
{
HWND hwnd = glfwGetWin32Window(window);
HINSTANCE hinstance = GetModuleHandle(NULL);
surface = wgpu_instance_create_surface_from_windows_hwnd(
instance, hinstance, hwnd);
}
#endif
WGPUSwapChainId swap_chain = wgpu_device_create_swap_chain(device, surface,
&(WGPUSwapChainDescriptor){
.usage = WGPUTextureUsageFlags_OUTPUT_ATTACHMENT,
.format = WGPUTextureFormat_Bgra8Unorm,
.width = 640,
.height = 480,
});
while (!glfwWindowShouldClose(window)) {
WGPUSwapChainOutput next_texture =
wgpu_swap_chain_get_next_texture(swap_chain);
WGPUCommandEncoderId cmd_encoder = wgpu_device_create_command_encoder(
device, &(WGPUCommandEncoderDescriptor){.todo = 0});
WGPURenderPassColorAttachmentDescriptor_TextureViewId
color_attachments[ATTACHMENTS_LENGTH] = {
{
.attachment = next_texture.view_id,
.load_op = WGPULoadOp_Clear,
.store_op = WGPUStoreOp_Store,
.clear_color = WGPUColor_GREEN,
},
};
WGPURenderPassId rpass =
wgpu_command_encoder_begin_render_pass(cmd_encoder,
(WGPURenderPassDescriptor){
.color_attachments = color_attachments,
.color_attachments_length = RENDER_PASS_ATTACHMENTS_LENGTH,
.depth_stencil_attachment = NULL,
});
wgpu_render_pass_set_pipeline(rpass, render_pipeline);
wgpu_render_pass_draw(rpass, 3, 1, 0, 0);
WGPUQueueId queue = wgpu_device_get_queue(device);
WGPUCommandBufferId cmd_buf = wgpu_render_pass_end_pass(rpass);
wgpu_queue_submit(queue, &cmd_buf, 1);
wgpu_swap_chain_present(swap_chain);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}