2020-03-20 17:07:20 +00:00
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// Copyright 2020 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// This is an example to manually test swapchain code. Controls are the following, scoped to the
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// currently focused window:
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// - W: creates a new window.
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// - L: Latches the current swapchain, to check what happens when the window changes but not the
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// swapchain.
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// - R: switches the rendering mode, between "The Red Triangle" and color-cycling clears that's
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// (WARNING) likely seizure inducing.
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// - D: cycles the divisor for the swapchain size.
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// - P: switches present modes.
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//
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// Closing all the windows exits the example. ^C also works.
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//
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// Things to test manually:
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//
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// - Basic tests (with the triangle render mode):
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// - Check the triangle is red on a black background and with the pointy side up.
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// - Cycle render modes a bunch and check that the triangle background is always solid black.
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// - Check that rendering triangles to multiple windows works.
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//
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// - Present mode single-window tests (with cycling color render mode):
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// - Check that Fifo cycles at about 1 cycle per second and has no tearing.
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// - Check that Mailbox cycles faster than Fifo and has no tearing.
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// - Check that Immediate cycles faster than Fifo, it is allowed to have tearing. (dragging
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// between two monitors can help see tearing)
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//
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// - Present mode multi-window tests, it should have the same results as single-window tests when
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// all windows are in the same present mode. In mixed present modes only Immediate windows are
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// allowed to tear.
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//
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// - Resizing tests (with the triangle render mode):
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// - Check that cycling divisors on the triangle produces lower and lower resolution triangles.
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// - Check latching the swapchain config and resizing the window a bunch (smaller, bigger, and
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// diagonal aspect ratio).
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//
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// - Config change tests:
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// - Check that cycling between present modes works.
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// - TODO can't be tested yet: check cycling the same window over multiple devices.
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// - TODO can't be tested yet: check cycling the same window over multiple formats.
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#include "common/Assert.h"
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#include "common/Log.h"
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#include "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/GLFWUtils.h"
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#include "utils/WGPUHelpers.h"
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#include <dawn/dawn_proc.h>
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#include <dawn/webgpu_cpp.h>
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#include <dawn_native/DawnNative.h>
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#include "GLFW/glfw3.h"
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#include <memory>
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#include <unordered_map>
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struct WindowData {
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GLFWwindow* window = nullptr;
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uint64_t serial = 0;
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float clearCycle = 1.0f;
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bool latched = false;
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bool renderTriangle = true;
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uint32_t divisor = 1;
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wgpu::Surface surface = nullptr;
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wgpu::SwapChain swapchain = nullptr;
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wgpu::SwapChainDescriptor currentDesc;
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wgpu::SwapChainDescriptor targetDesc;
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};
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static std::unordered_map<GLFWwindow*, std::unique_ptr<WindowData>> windows;
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static uint64_t windowSerial = 0;
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static std::unique_ptr<dawn_native::Instance> instance;
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static wgpu::Device device;
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static wgpu::Queue queue;
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static wgpu::RenderPipeline trianglePipeline;
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bool IsSameDescriptor(const wgpu::SwapChainDescriptor& a, const wgpu::SwapChainDescriptor& b) {
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return a.usage == b.usage && a.format == b.format && a.width == b.width &&
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a.height == b.height && a.presentMode == b.presentMode;
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}
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void OnKeyPress(GLFWwindow* window, int key, int, int action, int);
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void SyncFromWindow(WindowData* data) {
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int width;
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int height;
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glfwGetFramebufferSize(data->window, &width, &height);
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data->targetDesc.width = std::max(1u, width / data->divisor);
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data->targetDesc.height = std::max(1u, height / data->divisor);
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}
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void AddWindow() {
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(400, 400, "", nullptr, nullptr);
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glfwSetKeyCallback(window, OnKeyPress);
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wgpu::SwapChainDescriptor descriptor;
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2020-10-27 15:35:56 +00:00
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descriptor.usage = wgpu::TextureUsage::RenderAttachment;
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2020-03-20 17:07:20 +00:00
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descriptor.format = wgpu::TextureFormat::BGRA8Unorm;
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descriptor.width = 0;
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descriptor.height = 0;
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descriptor.presentMode = wgpu::PresentMode::Fifo;
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std::unique_ptr<WindowData> data = std::make_unique<WindowData>();
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data->window = window;
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data->serial = windowSerial++;
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data->surface = utils::CreateSurfaceForWindow(instance->Get(), window);
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data->currentDesc = descriptor;
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data->targetDesc = descriptor;
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SyncFromWindow(data.get());
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windows[window] = std::move(data);
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}
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void DoRender(WindowData* data) {
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wgpu::TextureView view = data->swapchain.GetCurrentTextureView();
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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if (data->renderTriangle) {
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utils::ComboRenderPassDescriptor desc({view});
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// Use Load to check the swapchain is lazy cleared (we shouldn't see garbage from previous
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// frames).
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desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc);
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pass.SetPipeline(trianglePipeline);
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2020-03-31 16:21:35 +00:00
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pass.Draw(3);
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2020-03-20 17:07:20 +00:00
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pass.EndPass();
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} else {
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data->clearCycle -= 1.0 / 60.f;
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if (data->clearCycle < 0.0) {
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data->clearCycle = 1.0f;
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}
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utils::ComboRenderPassDescriptor desc({view});
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desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
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2020-07-10 20:33:08 +00:00
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desc.cColorAttachments[0].clearColor = {data->clearCycle, 1.0f - data->clearCycle, 0.0f,
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1.0f};
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2020-03-20 17:07:20 +00:00
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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data->swapchain.Present();
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}
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std::ostream& operator<<(std::ostream& o, const wgpu::SwapChainDescriptor& desc) {
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// For now only output attachment is possible.
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2020-10-27 15:35:56 +00:00
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ASSERT(desc.usage == wgpu::TextureUsage::RenderAttachment);
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o << "RenderAttachment ";
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2020-03-20 17:07:20 +00:00
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o << desc.width << "x" << desc.height << " ";
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// For now only BGRA is allowed
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ASSERT(desc.format == wgpu::TextureFormat::BGRA8Unorm);
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o << "BGRA8Unorm ";
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switch (desc.presentMode) {
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case wgpu::PresentMode::Immediate:
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o << "Immediate";
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break;
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case wgpu::PresentMode::Fifo:
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o << "Fifo";
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break;
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case wgpu::PresentMode::Mailbox:
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o << "Mailbox";
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break;
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}
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return o;
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}
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void UpdateTitle(WindowData* data) {
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std::ostringstream o;
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o << data->serial << " ";
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if (data->divisor != 1) {
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o << "Divisor:" << data->divisor << " ";
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}
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if (data->latched) {
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o << "Latched: (" << data->currentDesc << ") ";
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o << "Target: (" << data->targetDesc << ")";
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} else {
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o << "(" << data->currentDesc << ")";
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}
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glfwSetWindowTitle(data->window, o.str().c_str());
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}
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void OnKeyPress(GLFWwindow* window, int key, int, int action, int) {
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if (action != GLFW_PRESS) {
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return;
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}
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ASSERT(windows.count(window) == 1);
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WindowData* data = windows[window].get();
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switch (key) {
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case GLFW_KEY_W:
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AddWindow();
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break;
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case GLFW_KEY_L:
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data->latched = !data->latched;
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UpdateTitle(data);
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break;
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case GLFW_KEY_R:
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data->renderTriangle = !data->renderTriangle;
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UpdateTitle(data);
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break;
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case GLFW_KEY_D:
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data->divisor *= 2;
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if (data->divisor > 32) {
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data->divisor = 1;
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}
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break;
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case GLFW_KEY_P:
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switch (data->targetDesc.presentMode) {
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case wgpu::PresentMode::Immediate:
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data->targetDesc.presentMode = wgpu::PresentMode::Fifo;
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break;
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case wgpu::PresentMode::Fifo:
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data->targetDesc.presentMode = wgpu::PresentMode::Mailbox;
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break;
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case wgpu::PresentMode::Mailbox:
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data->targetDesc.presentMode = wgpu::PresentMode::Immediate;
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break;
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}
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break;
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default:
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break;
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}
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}
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int main(int argc, const char* argv[]) {
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// Setup GLFW
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glfwSetErrorCallback([](int code, const char* message) {
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dawn::ErrorLog() << "GLFW error " << code << " " << message;
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});
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if (!glfwInit()) {
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return 1;
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}
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// Choose an adapter we like.
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// TODO: allow switching the window between devices.
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DawnProcTable procs = dawn_native::GetProcs();
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dawnProcSetProcs(&procs);
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instance = std::make_unique<dawn_native::Instance>();
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instance->DiscoverDefaultAdapters();
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std::vector<dawn_native::Adapter> adapters = instance->GetAdapters();
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dawn_native::Adapter chosenAdapter;
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for (dawn_native::Adapter& adapter : adapters) {
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wgpu::AdapterProperties properties;
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adapter.GetProperties(&properties);
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if (properties.backendType != wgpu::BackendType::Null) {
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chosenAdapter = adapter;
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break;
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}
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}
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ASSERT(chosenAdapter);
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// Setup the device on that adapter.
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device = wgpu::Device::Acquire(chosenAdapter.CreateDevice());
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device.SetUncapturedErrorCallback(
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[](WGPUErrorType errorType, const char* message, void*) {
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const char* errorTypeName = "";
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switch (errorType) {
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case WGPUErrorType_Validation:
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errorTypeName = "Validation";
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break;
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case WGPUErrorType_OutOfMemory:
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errorTypeName = "Out of memory";
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break;
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case WGPUErrorType_Unknown:
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errorTypeName = "Unknown";
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break;
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case WGPUErrorType_DeviceLost:
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errorTypeName = "Device lost";
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break;
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default:
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UNREACHABLE();
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return;
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}
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dawn::ErrorLog() << errorTypeName << " error: " << message;
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},
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nullptr);
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2020-04-17 16:45:17 +00:00
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queue = device.GetDefaultQueue();
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2020-03-20 17:07:20 +00:00
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// The hacky pipeline to render a triangle.
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utils::ComboRenderPipelineDescriptor pipelineDesc(device);
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2020-11-26 16:39:46 +00:00
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pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[builtin(vertex_idx)]] var<in> VertexIndex : u32;
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[[builtin(position)]] var<out> Position : vec4<f32>;
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const pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>(
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vec2<f32>( 0.0, 0.5),
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vec2<f32>(-0.5, -0.5),
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vec2<f32>( 0.5, -0.5)
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);
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[[stage(vertex)]] fn main() -> void {
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Position = vec4<f32>(pos[VertexIndex], 0.0, 1.0);
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return;
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2020-03-20 17:07:20 +00:00
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})");
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2020-11-26 16:39:46 +00:00
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pipelineDesc.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"(
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[[location(0)]] var<out> fragColor : vec4<f32>;
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[[stage(fragment)]] fn main() -> void {
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fragColor = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return;
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2020-03-20 17:07:20 +00:00
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})");
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pipelineDesc.colorStateCount = 1;
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// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
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pipelineDesc.cColorStates[0].format = wgpu::TextureFormat::BGRA8Unorm;
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trianglePipeline = device.CreateRenderPipeline(&pipelineDesc);
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// Craete the first window, since the example exits when there are no windows.
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AddWindow();
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while (windows.size() != 0) {
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glfwPollEvents();
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for (auto it = windows.begin(); it != windows.end();) {
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GLFWwindow* window = it->first;
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if (glfwWindowShouldClose(window)) {
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glfwDestroyWindow(window);
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it = windows.erase(it);
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} else {
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it++;
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}
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}
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for (auto& it : windows) {
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WindowData* data = it.second.get();
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SyncFromWindow(data);
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if (!IsSameDescriptor(data->currentDesc, data->targetDesc) && !data->latched) {
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data->swapchain = device.CreateSwapChain(data->surface, &data->targetDesc);
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|
|
data->currentDesc = data->targetDesc;
|
|
|
|
}
|
|
|
|
UpdateTitle(data);
|
|
|
|
DoRender(data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|