mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-12-13 23:26:24 +00:00
Introduce render passes
* First API design (many features missing, including input attachments) * Metal implementation (no OpenGL yet) * Render-to-texture demo (a little broken until we have depth buffers) * Update examples to use render passes
This commit is contained in:
committed by
Kai Ninomiya
parent
ca309db58a
commit
68df8b0a3a
235
examples/RenderToTexture.cpp
Normal file
235
examples/RenderToTexture.cpp
Normal file
@@ -0,0 +1,235 @@
|
||||
// Copyright 2017 The NXT Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#include "Utils.h"
|
||||
|
||||
#include <unistd.h>
|
||||
#include <vector>
|
||||
|
||||
nxt::Device device;
|
||||
|
||||
nxt::Buffer vertexBuffer;
|
||||
nxt::Buffer vertexBufferQuad;
|
||||
|
||||
nxt::Texture renderTarget;
|
||||
nxt::TextureView renderTargetView;
|
||||
nxt::Sampler samplerPost;
|
||||
|
||||
nxt::Queue queue;
|
||||
nxt::Pipeline pipeline;
|
||||
nxt::Pipeline pipelinePost;
|
||||
nxt::BindGroup bindGroup;
|
||||
nxt::RenderPass renderpass;
|
||||
nxt::Framebuffer framebuffer;
|
||||
|
||||
void initBuffers() {
|
||||
static const float vertexData[12] = {
|
||||
0.0f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.0f, 1.0f,
|
||||
};
|
||||
vertexBuffer = device.CreateBufferBuilder()
|
||||
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
|
||||
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
|
||||
.SetSize(sizeof(vertexData))
|
||||
.GetResult();
|
||||
vertexBuffer.SetSubData(0, sizeof(vertexData) / sizeof(uint32_t),
|
||||
reinterpret_cast<const uint32_t*>(vertexData));
|
||||
vertexBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
|
||||
|
||||
static const float vertexDataQuad[24] = {
|
||||
-1.0f, -1.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f, 1.0f,
|
||||
1.0f, 1.0f, 0.0f, 1.0f,
|
||||
};
|
||||
vertexBufferQuad = device.CreateBufferBuilder()
|
||||
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
|
||||
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
|
||||
.SetSize(sizeof(vertexDataQuad))
|
||||
.GetResult();
|
||||
vertexBufferQuad.SetSubData(0, sizeof(vertexDataQuad) / sizeof(uint32_t),
|
||||
reinterpret_cast<const uint32_t*>(vertexDataQuad));
|
||||
vertexBufferQuad.FreezeUsage(nxt::BufferUsageBit::Vertex);
|
||||
}
|
||||
|
||||
void initTextures() {
|
||||
renderTarget = device.CreateTextureBuilder()
|
||||
.SetDimension(nxt::TextureDimension::e2D)
|
||||
.SetExtent(640, 480, 1)
|
||||
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.SetMipLevels(1)
|
||||
.SetAllowedUsage(nxt::TextureUsageBit::ColorAttachment | nxt::TextureUsageBit::Sampled)
|
||||
.SetInitialUsage(nxt::TextureUsageBit::ColorAttachment)
|
||||
.GetResult();
|
||||
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
|
||||
|
||||
samplerPost = device.CreateSamplerBuilder()
|
||||
.SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void initRenderPass() {
|
||||
renderpass = device.CreateRenderPassBuilder()
|
||||
.SetAttachmentCount(2)
|
||||
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
|
||||
.SetSubpassCount(2)
|
||||
// subpass 0
|
||||
.SubpassSetColorAttachment(0, 0, 0) // -> render target
|
||||
// subpass 1
|
||||
.SubpassSetColorAttachment(1, 0, 1) // -> back buffer
|
||||
.GetResult();
|
||||
framebuffer = device.CreateFramebufferBuilder()
|
||||
.SetRenderPass(renderpass)
|
||||
// attachment 0 -> render target
|
||||
.SetAttachment(0, renderTargetView)
|
||||
// attachment 1 -> back buffer
|
||||
// (implicit) // TODO(kainino@chromium.org): use the texture provided by WSI
|
||||
.SetDimensions(640, 480)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void initPipeline() {
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
gl_Position = pos;
|
||||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
})"
|
||||
);
|
||||
|
||||
auto inputState = device.CreateInputStateBuilder()
|
||||
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
|
||||
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
|
||||
.GetResult();
|
||||
|
||||
pipeline = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 0)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
|
||||
.SetInputState(inputState)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void initPipelinePost() {
|
||||
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
|
||||
#version 450
|
||||
layout(location = 0) in vec4 pos;
|
||||
void main() {
|
||||
gl_Position = pos;
|
||||
})"
|
||||
);
|
||||
|
||||
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
|
||||
#version 450
|
||||
layout(set = 0, binding = 0) uniform sampler samp;
|
||||
layout(set = 0, binding = 1) uniform texture2D tex;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
void main() {
|
||||
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0);
|
||||
})"
|
||||
);
|
||||
|
||||
auto inputState = device.CreateInputStateBuilder()
|
||||
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
|
||||
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
|
||||
.GetResult();
|
||||
|
||||
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
|
||||
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
|
||||
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
|
||||
.GetResult();
|
||||
|
||||
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
|
||||
.SetBindGroupLayout(0, bgl)
|
||||
.GetResult();
|
||||
|
||||
pipelinePost = device.CreatePipelineBuilder()
|
||||
.SetSubpass(renderpass, 1)
|
||||
.SetLayout(pl)
|
||||
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
|
||||
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
|
||||
.SetInputState(inputState)
|
||||
.GetResult();
|
||||
|
||||
bindGroup = device.CreateBindGroupBuilder()
|
||||
.SetLayout(bgl)
|
||||
.SetUsage(nxt::BindGroupUsage::Frozen)
|
||||
.SetSamplers(0, 1, &samplerPost)
|
||||
.SetTextureViews(1, 1, &renderTargetView)
|
||||
.GetResult();
|
||||
}
|
||||
|
||||
void init() {
|
||||
nxtProcTable procs;
|
||||
GetProcTableAndDevice(&procs, &device);
|
||||
nxtSetProcs(&procs);
|
||||
|
||||
queue = device.CreateQueueBuilder().GetResult();
|
||||
|
||||
initBuffers();
|
||||
initTextures();
|
||||
initRenderPass();
|
||||
initPipeline();
|
||||
initPipelinePost();
|
||||
}
|
||||
|
||||
void frame() {
|
||||
static const uint32_t vertexBufferOffsets[1] = {0};
|
||||
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
|
||||
.BeginRenderPass(renderpass, framebuffer)
|
||||
// renderTarget is not transitioned here because it's implicit in
|
||||
// BeginRenderPass or AdvanceSubpass.
|
||||
.SetPipeline(pipeline)
|
||||
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
|
||||
.DrawArrays(3, 1, 0, 0)
|
||||
.AdvanceSubpass()
|
||||
// renderTarget must be transitioned here because it's Sampled, not
|
||||
// ColorAttachment or InputAttachment.
|
||||
.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
|
||||
.SetPipeline(pipelinePost)
|
||||
.SetBindGroup(0, bindGroup)
|
||||
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
|
||||
.DrawArrays(6, 1, 0, 0)
|
||||
.EndRenderPass()
|
||||
.GetResult();
|
||||
|
||||
queue.Submit(1, &commands);
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
int main(int argc, const char* argv[]) {
|
||||
if (!InitUtils(argc, argv)) {
|
||||
return 1;
|
||||
}
|
||||
init();
|
||||
|
||||
while (!ShouldQuit()) {
|
||||
frame();
|
||||
usleep(16000);
|
||||
}
|
||||
|
||||
// TODO release stuff
|
||||
}
|
||||
Reference in New Issue
Block a user