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Refactor example to use new entry.

Branimir Karadžić 10 lat temu
rodzic
commit
e3c97d8dc7
1 zmienionych plików z 361 dodań i 316 usunięć
  1. 361 316
      examples/08-update/update.cpp

+ 361 - 316
examples/08-update/update.cpp

@@ -34,7 +34,7 @@ struct PosTexcoordVertex
 
 bgfx::VertexDecl PosTexcoordVertex::ms_decl;
 
-static PosTexcoordVertex s_cubeVertices[28] =
+static PosTexcoordVertex s_m_cubeVertices[28] =
 {
 	{-1.0f,  1.0f,  1.0f, -1.0f,  1.0f,  1.0f },
 	{ 1.0f,  1.0f,  1.0f,  1.0f,  1.0f,  1.0f },
@@ -72,7 +72,7 @@ static PosTexcoordVertex s_cubeVertices[28] =
 	{ 1.0f, -1.0f,  1.0f,  2.0f, -2.0f,  2.0f },
 };
 
-static const uint16_t s_cubeIndices[36] =
+static const uint16_t s_m_cubeIndices[36] =
 {
 	 0,  1,  2, // 0
 	 1,  3,  2,
@@ -112,422 +112,467 @@ static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _sid
 	bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem);
 }
 
-int _main_(int _argc, char** _argv)
-{
-	Args args(_argc, _argv);
-
-	uint32_t width  = 1280;
-	uint32_t height = 720;
-	uint32_t debug  = BGFX_DEBUG_TEXT;
-	uint32_t reset  = BGFX_RESET_VSYNC;
+static const uint32_t m_textureside   = 512;
+static const uint32_t m_texture2dSize = 256;
 
-	bgfx::init(args.m_type, args.m_pciId);
-	bgfx::reset(width, height, reset);
-
-	// Enable debug text.
-	bgfx::setDebug(debug);
+class Update : public entry::AppI
+{
+public:
+	Update()
+		: m_cube(m_textureside)
+	{
+	}
 
-	// Set view 0 clear state.
-	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
-		, 0x303030ff
-		, 1.0f
-		, 0
-		);
+	void init(int _argc, char** _argv) BX_OVERRIDE
+	{
+		Args args(_argc, _argv);
 
-	// Create vertex stream declaration.
-	PosTexcoordVertex::init();
+		m_width  = 1280;
+		m_height = 720;
+		m_debug  = BGFX_DEBUG_TEXT;
+		m_reset  = BGFX_RESET_VSYNC;
 
-	bgfx::TextureHandle textures[] =
-	{
-		loadTexture("texture_compression_bc1.dds",  BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
-		loadTexture("texture_compression_bc2.dds",  BGFX_TEXTURE_U_CLAMP),
-		loadTexture("texture_compression_bc3.dds",  BGFX_TEXTURE_V_CLAMP),
-		loadTexture("texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) ),
-		loadTexture("texture_compression_etc2.ktx"),
-		loadTexture("texture_compression_ptc12.pvr"),
-		loadTexture("texture_compression_ptc14.pvr"),
-		loadTexture("texture_compression_ptc22.pvr"),
-		loadTexture("texture_compression_ptc24.pvr"),
-	};
+		bgfx::init(args.m_type, args.m_pciId);
+		bgfx::reset(m_width, m_height, m_reset);
 
-	const bgfx::Caps* caps = bgfx::getCaps();
-	const bool texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
-	const bool blitSupported      = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
+		// Enable debug text.
+		bgfx::setDebug(m_debug);
 
-	uint32_t numTextures3d = 0;
-	bgfx::TextureHandle textures3d[3] = {};
+		// Set view 0 clear state.
+		bgfx::setViewClear(0
+			, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
+			, 0x303030ff
+			, 1.0f
+			, 0
+			);
 
-	if (texture3DSupported)
-	{
-		const bgfx::Memory* mem8   = bgfx::alloc(32*32*32);
-		const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
-		const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
-		for (uint8_t zz = 0; zz < 32; ++zz)
+		// Create vertex stream declaration.
+		PosTexcoordVertex::init();
+
+		m_textures[0] = loadTexture("texture_compression_bc1.dds",  BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
+		m_textures[1] = loadTexture("texture_compression_bc2.dds",  BGFX_TEXTURE_U_CLAMP);
+		m_textures[2] = loadTexture("texture_compression_bc3.dds",  BGFX_TEXTURE_V_CLAMP);
+		m_textures[3] = loadTexture("texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) );
+		m_textures[4] = loadTexture("texture_compression_etc2.ktx");
+		m_textures[5] = loadTexture("texture_compression_ptc12.pvr");
+		m_textures[6] = loadTexture("texture_compression_ptc14.pvr");
+		m_textures[7] = loadTexture("texture_compression_ptc22.pvr");
+		m_textures[8] = loadTexture("texture_compression_ptc24.pvr");
+
+		const bgfx::Caps* caps = bgfx::getCaps();
+		m_texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
+		m_blitSupported      = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
+		m_numm_textures3d      = 0;
+
+		if (m_texture3DSupported)
 		{
-			for (uint8_t yy = 0; yy < 32; ++yy)
+			const bgfx::Memory* mem8   = bgfx::alloc(32*32*32);
+			const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
+			const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
+			for (uint8_t zz = 0; zz < 32; ++zz)
 			{
-				for (uint8_t xx = 0; xx < 32; ++xx)
+				for (uint8_t yy = 0; yy < 32; ++yy)
 				{
-					const uint32_t offset = ( (zz*32+yy)*32+xx);
-					const uint32_t val = xx ^ yy ^ zz;
-					mem8->data[offset] = val<<3;
-					*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
-					*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
+					for (uint8_t xx = 0; xx < 32; ++xx)
+					{
+						const uint32_t offset = ( (zz*32+yy)*32+xx);
+						const uint32_t val = xx ^ yy ^ zz;
+						mem8->data[offset] = val<<3;
+						*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
+						*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
+					}
 				}
 			}
-		}
 
-		if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
-		{
-			textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8,   BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
-		}
+			if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
+			{
+				m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8,   BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
+			}
 
-		if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R16F]) )
-		{
-			textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
+			if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R16F]) )
+			{
+				m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
+			}
+
+			if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R32F]) )
+			{
+				m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
+			}
 		}
 
-		if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R32F]) )
+		// Create static vertex buffer.
+		m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_m_cubeVertices, sizeof(s_m_cubeVertices) ), PosTexcoordVertex::ms_decl);
+
+		// Create static index buffer.
+		m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_m_cubeIndices, sizeof(s_m_cubeIndices) ) );
+
+		// Create programs.
+		m_program    = loadProgram("vs_update", "fs_update");
+		m_programCmp = loadProgram("vs_update", "fs_update_cmp");
+		m_program3d  = BGFX_INVALID_HANDLE;
+		if (m_texture3DSupported)
 		{
-			textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
+			m_program3d = loadProgram("vs_update", "fs_update_3d");
 		}
-	}
 
-	// Create static vertex buffer.
-	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl);
+		// Create texture sampler uniforms.
+		s_texCube  = bgfx::createUniform("s_texCube",  bgfx::UniformType::Int1);
+		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
 
-	// Create static index buffer.
-	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
+		// Create time uniform.
+		u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
 
-	// Create programs.
-	bgfx::ProgramHandle program    = loadProgram("vs_update", "fs_update");
-	bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
-	bgfx::ProgramHandle program3d  = BGFX_INVALID_HANDLE;
-	if (texture3DSupported)
-	{
-		program3d = loadProgram("vs_update", "fs_update_3d");
-	}
+		m_textureCube[0] = bgfx::createTextureCube(m_textureside, 1
+				, bgfx::TextureFormat::BGRA8
+				, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
+				);
 
-	// Create texture sampler uniforms.
-	bgfx::UniformHandle s_texCube  = bgfx::createUniform("s_texCube",  bgfx::UniformType::Int1);
-	bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+		if (m_blitSupported)
+		{
+			m_textureCube[1] = bgfx::createTextureCube(m_textureside, 1
+					, bgfx::TextureFormat::BGRA8
+					, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
+					);
+		}
 
-	// Create time uniform.
-	bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
+		m_texture2d = bgfx::createTexture2D(m_texture2dSize, m_texture2dSize, 1
+				, bgfx::TextureFormat::BGRA8
+				, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
+				);
 
-	const uint32_t textureSide = 2048;
+		m_m_texture2dData = (uint8_t*)malloc(m_texture2dSize*m_texture2dSize*4);
 
-	bgfx::TextureHandle textureCube[2];
+		m_rr = rand()%255;
+		m_gg = rand()%255;
+		m_bb = rand()%255;
 
-	textureCube[0] = bgfx::createTextureCube(textureSide, 1
-		, bgfx::TextureFormat::BGRA8
-		, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
-		);
+		m_hit  = 0;
+		m_miss = 0;
 
-	if (blitSupported)
-	{
-		textureCube[1] = bgfx::createTextureCube(textureSide, 1
-			, bgfx::TextureFormat::BGRA8
-			, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
-			);
+		m_updateTime = 0;
+		m_timeOffset = bx::getHPCounter();
 	}
 
-	const uint32_t texture2dSize = 256;
-
-	bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1
-		, bgfx::TextureFormat::BGRA8
-		, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
-		);
+	virtual int shutdown() BX_OVERRIDE
+	{
+		// m_m_texture2dData is managed from main thread, and it's passed to renderer
+		// just as MemoryRef. At this point render might be using it. We must wait
+		// previous frame to finish before we can free it.
+		bgfx::frame();
 
-	uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
+		// Cleanup.
+		free(m_m_texture2dData);
 
-	uint8_t rr = rand()%255;
-	uint8_t gg = rand()%255;
-	uint8_t bb = rand()%255;
+		for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
+		{
+			bgfx::destroyTexture(m_textures[ii]);
+		}
 
-	int64_t updateTime = 0;
+		for (uint32_t ii = 0; ii < m_numm_textures3d; ++ii)
+		{
+			bgfx::destroyTexture(m_textures3d[ii]);
+		}
 
-	RectPackCubeT<256> cube(textureSide);
+		bgfx::destroyTexture(m_texture2d);
+		bgfx::destroyTexture(m_textureCube[0]);
+		if (m_blitSupported)
+		{
+			bgfx::destroyTexture(m_textureCube[1]);
+		}
+		bgfx::destroyIndexBuffer(m_ibh);
+		bgfx::destroyVertexBuffer(m_vbh);
+		if (bgfx::isValid(m_program3d) )
+		{
+			bgfx::destroyProgram(m_program3d);
+		}
+		bgfx::destroyProgram(m_programCmp);
+		bgfx::destroyProgram(m_program);
+		bgfx::destroyUniform(u_time);
+		bgfx::destroyUniform(s_texColor);
+		bgfx::destroyUniform(s_texCube);
 
-	uint32_t hit = 0;
-	uint32_t miss = 0;
-	std::list<PackCube> quads;
+		// Shutdown bgfx.
+		bgfx::shutdown();
 
-	int64_t timeOffset = bx::getHPCounter();
+		return 0;
+	}
 
-	while (!entry::processEvents(width, height, debug, reset) )
+	bool update() BX_OVERRIDE
 	{
-		float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
-		bgfx::setPaletteColor(1, borderColor);
-
-		// Set view 0 and 1 viewport.
-		bgfx::setViewRect(0, 0, 0, width, height);
-		bgfx::setViewRect(1, 0, 0, width, height);
-
-		// This dummy draw call is here to make sure that view 0 is cleared
-		// if no other draw calls are submitted to view 0.
-		bgfx::touch(0);
-
-		int64_t now = bx::getHPCounter();
-		static int64_t last = now;
-		const int64_t frameTime = now - last;
-		last = now;
-		const int64_t freq = bx::getHPFrequency();
-		const double toMs = 1000.0/double(freq);
-		float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
-		bgfx::setUniform(u_time, &time);
-
-		// Use debug font to print information about this example.
-		bgfx::dbgTextClear();
-		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
-		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
-		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
-
-		if (now > updateTime)
+		if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
 		{
-			PackCube face;
-
-			uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
-			uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );
-
-			if (cube.find(bw, bh, face) )
+			float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
+			bgfx::setPaletteColor(1, borderColor);
+
+			// Set view 0 and 1 viewport.
+			bgfx::setViewRect(0, 0, 0, m_width, m_height);
+			bgfx::setViewRect(1, 0, 0, m_width, m_height);
+
+			// This dummy draw call is here to make sure that view 0 is cleared
+			// if no other draw calls are submitted to view 0.
+			bgfx::touch(0);
+
+			int64_t now = bx::getHPCounter();
+			static int64_t last = now;
+			const int64_t frameTime = now - last;
+			last = now;
+			const int64_t freq = bx::getHPFrequency();
+			const double toMs = 1000.0/double(freq);
+			float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
+			bgfx::setUniform(u_time, &time);
+
+			// Use debug font to print information about this example.
+			bgfx::dbgTextClear();
+			bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
+			bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating m_textures.");
+			bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
+
+			if (now > m_updateTime)
 			{
-				quads.push_back(face);
+				PackCube face;
 
-				++hit;
-				const Pack2D& rect = face.m_rect;
+				uint32_t bw = bx::uint16_max(1, rand()%(m_textureside/4) );
+				uint32_t bh = bx::uint16_max(1, rand()%(m_textureside/4) );
 
-				updateTextureCubeRectBgra8(textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb);
-				if (blitSupported)
+				if (m_cube.find(bw, bh, face) )
 				{
-					bgfx::blit(0, textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
-				}
-
-				rr = rand()%255;
-				gg = rand()%255;
-				bb = rand()%255;
-			}
-			else
-			{
-				++miss;
+					m_quads.push_back(face);
 
-				for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
-				{
-					face = quads.front();
+					++m_hit;
 					const Pack2D& rect = face.m_rect;
 
-					updateTextureCubeRectBgra8(textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0);
-					if (blitSupported)
+					updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, m_rr, m_gg, m_bb);
+					if (m_blitSupported)
 					{
-						bgfx::blit(0, textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
+						bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
 					}
 
-					cube.clear(face);
-					quads.pop_front();
+					m_rr = rand()%255;
+					m_gg = rand()%255;
+					m_bb = rand()%255;
 				}
-			}
-
-			{
-				// Fill rect.
-				const uint32_t pitch = texture2dSize*4;
-
-				const uint16_t tw = rand()%texture2dSize;
-				const uint16_t th = rand()%texture2dSize;
-				const uint16_t tx = rand()%(texture2dSize-tw);
-				const uint16_t ty = rand()%(texture2dSize-th);
+				else
+				{
+					++m_miss;
 
-				uint8_t* dst = &texture2dData[(ty*texture2dSize+tx)*4];
-				uint8_t* next = dst + pitch;
+					for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)m_quads.size() ); ii < num; ++ii)
+					{
+						face = m_quads.front();
+						const Pack2D& rect = face.m_rect;
 
-				// Using makeRef to pass texture memory without copying.
-				const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
+						updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0);
+						if (m_blitSupported)
+						{
+							bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
+						}
 
-				for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
-				{
-					for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
-					{
-						dst[0] = bb;
-						dst[1] = gg;
-						dst[2] = rr;
-						dst[3] = 255;
+						m_cube.clear(face);
+						m_quads.pop_front();
 					}
 				}
 
-				// Pitch here makes possible to pass data from source to destination
-				// without need for textures and allocated memory to be the same size.
-				bgfx::updateTexture2D(texture2d, 0, tx, ty, tw, th, mem, pitch);
-			}
-		}
-
-		bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);
-
-		float at[3] = { 0.0f, 0.0f, 0.0f };
-		float eye[3] = { 0.0f, 0.0f, -5.0f };
+				{
+					// Fill rect.
+					const uint32_t pitch = m_texture2dSize*4;
 
-		float view[16];
-		float proj[16];
-		bx::mtxLookAt(view, eye, at);
-		bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
+					const uint16_t tw = rand()%m_texture2dSize;
+					const uint16_t th = rand()%m_texture2dSize;
+					const uint16_t tx = rand()%(m_texture2dSize-tw);
+					const uint16_t ty = rand()%(m_texture2dSize-th);
 
-		// Set view and projection matrix for view 0.
-		bgfx::setViewTransform(0, view, proj);
+					uint8_t* dst = &m_m_texture2dData[(ty*m_texture2dSize+tx)*4];
+					uint8_t* next = dst + pitch;
 
-		for (uint32_t ii = 0; ii < 1 + uint32_t(blitSupported); ++ii)
-		{
-			float mtx[16];
-			bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, time, time*0.37f, 0.0f, -1.5f*blitSupported + ii*3.0f, 0.0f, 0.0f);
+					// Using makeRef to pass texture memory without copying.
+					const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
 
-			// Set model matrix for rendering.
-			bgfx::setTransform(mtx);
+					for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
+					{
+						for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
+						{
+							dst[0] = m_bb;
+							dst[1] = m_gg;
+							dst[2] = m_rr;
+							dst[3] = 255;
+						}
+					}
 
-			// Set vertex and index buffer.
-			bgfx::setVertexBuffer(vbh);
-			bgfx::setIndexBuffer(ibh);
+					// Pitch here makes possible to pass data from source to destination
+					// without need for m_textures and allocated memory to be the same size.
+					bgfx::updateTexture2D(m_texture2d, 0, tx, ty, tw, th, mem, pitch);
+				}
+			}
 
-			// Bind texture.
-			bgfx::setTexture(0, s_texCube, textureCube[ii]);
+			bgfx::dbgTextPrintf(0, 4, 0x0f, "m_hit: %d, m_miss %d", m_hit, m_miss);
 
-			// Set render states.
-			bgfx::setState(BGFX_STATE_DEFAULT);
+			float at[3] = { 0.0f, 0.0f, 0.0f };
+			float eye[3] = { 0.0f, 0.0f, -5.0f };
 
-			// Submit primitive for rendering to view 0.
-			bgfx::submit(0, program);
-		}
+			float view[16];
+			float proj[16];
+			bx::mtxLookAt(view, eye, at);
+			bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
 
-		// Set view and projection matrix for view 1.
-		const float aspectRatio = float(height)/float(width);
-		const float size = 11.0f;
-		bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
-		bgfx::setViewTransform(1, NULL, proj);
+			// Set view and projection matrix for view 0.
+			bgfx::setViewTransform(0, view, proj);
 
-		float mtx[16];
-		bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);
+			for (uint32_t ii = 0; ii < 1 + uint32_t(m_blitSupported); ++ii)
+			{
+				float mtx[16];
+				bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, time, time*0.37f, 0.0f, -1.5f*m_blitSupported + ii*3.0f, 0.0f, 0.0f);
 
-		// Set model matrix for rendering.
-		bgfx::setTransform(mtx);
+				// Set model matrix for rendering.
+				bgfx::setTransform(mtx);
 
-		// Set vertex and index buffer.
-		bgfx::setVertexBuffer(vbh);
-		bgfx::setIndexBuffer(ibh);
+				// Set vertex and index buffer.
+				bgfx::setVertexBuffer(m_vbh);
+				bgfx::setIndexBuffer(m_ibh);
 
-		// Bind texture.
-		bgfx::setTexture(0, s_texColor, texture2d);
+				// Bind texture.
+				bgfx::setTexture(0, s_texCube, m_textureCube[ii]);
 
-		// Set render states.
-		bgfx::setState(BGFX_STATE_DEFAULT);
+				// Set render states.
+				bgfx::setState(BGFX_STATE_DEFAULT);
 
-		// Submit primitive for rendering to view 1.
-		bgfx::submit(1, programCmp);
+				// Submit primitive for rendering to view 0.
+				bgfx::submit(0, m_program);
+			}
 
-		const float xpos = -size+2.0f - BX_COUNTOF(textures)*0.1f*0.5f;
+			// Set view and projection matrix for view 1.
+			const float aspectRatio = float(m_height)/float(m_width);
+			const float size = 11.0f;
+			bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
+			bgfx::setViewTransform(1, NULL, proj);
 
-		for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
-		{
-			bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 0.0f);
+			float mtx[16];
+			bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f, 1.9f, 0.0f);
 
 			// Set model matrix for rendering.
 			bgfx::setTransform(mtx);
 
 			// Set vertex and index buffer.
-			bgfx::setVertexBuffer(vbh);
-			bgfx::setIndexBuffer(ibh, 0, 6);
+			bgfx::setVertexBuffer(m_vbh);
+			bgfx::setIndexBuffer(m_ibh);
 
 			// Bind texture.
-			bgfx::setTexture(0, s_texColor, textures[ii]);
+			bgfx::setTexture(0, s_texColor, m_texture2d);
 
 			// Set render states.
 			bgfx::setState(BGFX_STATE_DEFAULT);
 
 			// Submit primitive for rendering to view 1.
-			bgfx::submit(1, programCmp);
-		}
+			bgfx::submit(1, m_programCmp);
 
-		for (uint32_t ii = 0; ii < numTextures3d; ++ii)
-		{
-			bx::mtxTranslate(mtx, xpos + ii*2.1f, -size+6.5f, 0.0f);
+			const float xpos = -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f;
 
-			// Set model matrix for rendering.
-			bgfx::setTransform(mtx);
+			for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
+			{
+				bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 0.0f);
 
-			// Set vertex and index buffer.
-			bgfx::setVertexBuffer(vbh);
-			bgfx::setIndexBuffer(ibh, 0, 6);
+				// Set model matrix for rendering.
+				bgfx::setTransform(mtx);
 
-			// Bind texture.
-			bgfx::setTexture(0, s_texColor, textures3d[ii]);
+				// Set vertex and index buffer.
+				bgfx::setVertexBuffer(m_vbh);
+				bgfx::setIndexBuffer(m_ibh, 0, 6);
 
-			// Set render states.
-			bgfx::setState(BGFX_STATE_DEFAULT);
+				// Bind texture.
+				bgfx::setTexture(0, s_texColor, m_textures[ii]);
 
-			// Submit primitive for rendering to view 1.
-			bgfx::submit(1, program3d);
-		}
+				// Set render states.
+				bgfx::setState(BGFX_STATE_DEFAULT);
 
-		for (uint32_t ii = 0; ii < 4; ++ii)
-		{
-			bx::mtxTranslate(mtx, xpos + (size-2.0f)*2.1f, -size+6.5f + ii*2.1f, 0.0f);
+				// Submit primitive for rendering to view 1.
+				bgfx::submit(1, m_programCmp);
+			}
 
-			// Set model matrix for rendering.
-			bgfx::setTransform(mtx);
+			for (uint32_t ii = 0; ii < m_numm_textures3d; ++ii)
+			{
+				bx::mtxTranslate(mtx, xpos + ii*2.1f, -size+6.5f, 0.0f);
 
-			// Set vertex and index buffer.
-			bgfx::setVertexBuffer(vbh, 24, 4);
-			bgfx::setIndexBuffer(ibh, 0, 6);
+				// Set model matrix for rendering.
+				bgfx::setTransform(mtx);
 
-			// Bind texture.
-			bgfx::setTexture(0, s_texColor, textures[ii]);
+				// Set vertex and index buffer.
+				bgfx::setVertexBuffer(m_vbh);
+				bgfx::setIndexBuffer(m_ibh, 0, 6);
 
-			// Set render states.
-			bgfx::setState(BGFX_STATE_DEFAULT);
+				// Bind texture.
+				bgfx::setTexture(0, s_texColor, m_textures3d[ii]);
 
-			// Submit primitive for rendering to view 1.
-			bgfx::submit(1, programCmp);
-		}
+				// Set render states.
+				bgfx::setState(BGFX_STATE_DEFAULT);
 
-		// Advance to next frame. Rendering thread will be kicked to
-		// process submitted rendering primitives.
-		bgfx::frame();
-	}
+				// Submit primitive for rendering to view 1.
+				bgfx::submit(1, m_program3d);
+			}
+
+			for (uint32_t ii = 0; ii < 4; ++ii)
+			{
+				bx::mtxTranslate(mtx, xpos + (size-2.0f)*2.1f, -size+6.5f + ii*2.1f, 0.0f);
 
-	// texture2dData is managed from main thread, and it's passed to renderer
-	// just as MemoryRef. At this point render might be using it. We must wait
-	// previous frame to finish before we can free it.
-	bgfx::frame();
+				// Set model matrix for rendering.
+				bgfx::setTransform(mtx);
 
-	// Cleanup.
-	free(texture2dData);
+				// Set vertex and index buffer.
+				bgfx::setVertexBuffer(m_vbh, 24, 4);
+				bgfx::setIndexBuffer(m_ibh, 0, 6);
 
-	for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
-	{
-		bgfx::destroyTexture(textures[ii]);
-	}
+				// Bind texture.
+				bgfx::setTexture(0, s_texColor, m_textures[ii]);
 
-	for (uint32_t ii = 0; ii < numTextures3d; ++ii)
-	{
-		bgfx::destroyTexture(textures3d[ii]);
-	}
+				// Set render states.
+				bgfx::setState(BGFX_STATE_DEFAULT);
 
-	bgfx::destroyTexture(texture2d);
-	bgfx::destroyTexture(textureCube[0]);
-	if (blitSupported)
-	{
-		bgfx::destroyTexture(textureCube[1]);
-	}
-	bgfx::destroyIndexBuffer(ibh);
-	bgfx::destroyVertexBuffer(vbh);
-	if (bgfx::isValid(program3d) )
-	{
-		bgfx::destroyProgram(program3d);
+				// Submit primitive for rendering to view 1.
+				bgfx::submit(1, m_programCmp);
+			}
+
+			// Advance to next frame. Rendering thread will be kicked to
+			// process submitted rendering primitives.
+			bgfx::frame();
+			return true;
+		}
+
+		return false;
 	}
-	bgfx::destroyProgram(programCmp);
-	bgfx::destroyProgram(program);
-	bgfx::destroyUniform(u_time);
-	bgfx::destroyUniform(s_texColor);
-	bgfx::destroyUniform(s_texCube);
 
-	// Shutdown bgfx.
-	bgfx::shutdown();
+	uint8_t* m_m_texture2dData;
+
+	uint32_t m_width;
+	uint32_t m_height;
+	uint32_t m_debug;
+	uint32_t m_reset;
+
+	uint32_t m_numm_textures3d;
+	bool m_texture3DSupported;
+	bool m_blitSupported;
+
+	std::list<PackCube> m_quads;
+	RectPackCubeT<256> m_cube;
+	int64_t m_updateTime;
+	int64_t m_timeOffset;
+
+	uint32_t m_hit;
+	uint32_t m_miss;
+
+	uint8_t m_rr;
+	uint8_t m_gg;
+	uint8_t m_bb;
+
+	bgfx::TextureHandle m_textures[9];
+	bgfx::TextureHandle m_textures3d[3];
+	bgfx::TextureHandle m_texture2d;
+	bgfx::TextureHandle m_textureCube[2];
+	bgfx::IndexBufferHandle m_ibh;
+	bgfx::VertexBufferHandle m_vbh;
+	bgfx::ProgramHandle m_program3d;
+	bgfx::ProgramHandle m_programCmp;
+	bgfx::ProgramHandle m_program;
+	bgfx::UniformHandle u_time;
+	bgfx::UniformHandle s_texColor;
+	bgfx::UniformHandle s_texCube;
 
-	return 0;
-}
+};
+
+ENTRY_IMPLEMENT_MAIN(Update);