WebGPU(七):C++头部封装
在前面的学习中,我们使用的都是原生态的WebGPU API,那是基于C语言的API,但是为了更高效的开发,我们可以使用一个基于C++的库。
根据参考的教程,这个github库提供更加纤细的描述。它提供了一个webgpu.hpp
的C++封装头文件,但是在Dawn的代码实现中,本身包含一个C++头封装文件,本例程主要使用Dawn自带的C++封装头文件。
#define WEBGPU_CPP_IMPLEMENTATION
#include <webgpu/webgpu.hpp>#include <glfw3webgpu.h>
#include <GLFW/glfw3.h>#include <iostream>
#include <cassert>#define UNUSED(x) (void)x;using namespace wgpu;int main (int, char**) {Instance instance = createInstance(InstanceDescriptor{});if (!instance) {std::cerr << "Could not initialize WebGPU!" << std::endl;return 1;}if (!glfwInit()) {std::cerr << "Could not initialize GLFW!" << std::endl;return 1;}glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);GLFWwindow* window = glfwCreateWindow(640, 480, "Learn WebGPU", NULL, NULL);if (!window) {std::cerr << "Could not open window!" << std::endl;return 1;}std::cout << "Requesting adapter..." << std::endl;Surface surface = glfwGetWGPUSurface(instance, window);RequestAdapterOptions adapterOpts{};adapterOpts.compatibleSurface = surface;Adapter adapter = instance.requestAdapter(adapterOpts);std::cout << "Got adapter: " << adapter << std::endl;std::cout << "Requesting device..." << std::endl;DeviceDescriptor deviceDesc{};deviceDesc.label = "My Device";deviceDesc.requiredFeaturesCount = 0;deviceDesc.requiredLimits = nullptr;deviceDesc.defaultQueue.label = "The default queue";Device device = adapter.requestDevice(deviceDesc);std::cout << "Got device: " << device << std::endl;Queue queue = device.getQueue();auto onDeviceError = [](WGPUErrorType type, char const* message, void* /* pUserData */) {std::cout << "Uncaptured device error: type " << type;if (message) std::cout << " (" << message << ")";std::cout << std::endl;};wgpuDeviceSetUncapturedErrorCallback(device, onDeviceError, nullptr /* pUserData */);std::cout << "Creating swapchain device..." << std::endl;
#ifdef WEBGPU_BACKEND_WGPUTextureFormat swapChainFormat = surface.getPreferredFormat(adapter);
#elseTextureFormat swapChainFormat = TextureFormat::BGRA8Unorm;
#endifSwapChainDescriptor swapChainDesc = {};swapChainDesc.width = 640;swapChainDesc.height = 480;swapChainDesc.usage = TextureUsage::RenderAttachment;swapChainDesc.format = swapChainFormat;swapChainDesc.presentMode = PresentMode::Fifo;SwapChain swapChain = device.createSwapChain(surface, swapChainDesc);std::cout << "Swapchain: " << swapChain << std::endl;while (!glfwWindowShouldClose(window)) {glfwPollEvents();TextureView nextTexture = swapChain.getCurrentTextureView();if (!nextTexture) {std::cerr << "Cannot acquire next swap chain texture" << std::endl;return 1;}CommandEncoderDescriptor commandEncoderDesc{};commandEncoderDesc.label = "Command Encoder";CommandEncoder encoder = device.createCommandEncoder(commandEncoderDesc);RenderPassDescriptor renderPassDesc{};WGPURenderPassColorAttachment renderPassColorAttachment = {};renderPassColorAttachment.view = nextTexture;renderPassColorAttachment.resolveTarget = nullptr;renderPassColorAttachment.loadOp = LoadOp::Clear;renderPassColorAttachment.storeOp = StoreOp::Store;renderPassColorAttachment.clearValue = Color{ 0.9, 0.1, 0.2, 1.0 };renderPassDesc.colorAttachmentCount = 1;renderPassDesc.colorAttachments = &renderPassColorAttachment;renderPassDesc.depthStencilAttachment = nullptr;renderPassDesc.timestampWriteCount = 0;renderPassDesc.timestampWrites = nullptr;RenderPassEncoder renderPass = encoder.beginRenderPass(renderPassDesc);renderPass.end();nextTexture.release();CommandBufferDescriptor cmdBufferDescriptor{};cmdBufferDescriptor.label = "Command buffer";CommandBuffer command = encoder.finish(cmdBufferDescriptor);queue.submit(command);swapChain.present();}glfwDestroyWindow(window);glfwTerminate();return 0;
}
因为在测试的时候发现,有很多函数都没有相对应的封装,所以这一步的代码修改的内容相对而言很少。