Swap chains, part 2 (#94)

This commit is contained in:
Kai Ninomiya
2017-07-27 18:30:57 -07:00
committed by GitHub
parent 3818e18c5c
commit c16a67ae52
49 changed files with 771 additions and 435 deletions

View File

@@ -25,20 +25,19 @@
nxt::Device device;
nxt::Queue queue;
nxt::SwapChain swapchain;
nxt::TextureView depthStencilView;
nxt::Buffer modelBuffer;
std::array<nxt::Buffer, 2> particleBuffers;
nxt::RenderPipeline renderPipeline;
nxt::RenderPass renderpass;
nxt::Framebuffer framebuffer;
nxt::Buffer updateParams;
nxt::ComputePipeline updatePipeline;
std::array<nxt::BindGroup, 2> updateBGs;
std::array<nxt::CommandBuffer, 2> commandBuffers;
size_t pingpong = 0;
static const uint32_t kNumParticles = 1000;
@@ -124,7 +123,9 @@ void initRender() {
.SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex)
.GetResult();
utils::CreateDefaultRenderPass(device, &renderpass, &framebuffer);
renderpass = CreateDefaultRenderPass(device);
depthStencilView = CreateDefaultDepthStencilView(device);
renderPipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
@@ -259,48 +260,54 @@ void initSim() {
}
}
void initCommandBuffers() {
nxt::CommandBuffer createCommandBuffer(const nxt::Framebuffer& framebuffer, size_t i) {
static const uint32_t zeroOffsets[1] = {0};
for (size_t i = 0; i < 2; ++i) {
auto& bufferSrc = particleBuffers[i];
auto& bufferDst = particleBuffers[(i + 1) % 2];
commandBuffers[i] = device.CreateCommandBufferBuilder()
.BeginComputePass()
.SetComputePipeline(updatePipeline)
.TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage)
.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage)
.SetBindGroup(0, updateBGs[i])
.Dispatch(kNumParticles, 1, 1)
.EndComputePass()
auto& bufferSrc = particleBuffers[i];
auto& bufferDst = particleBuffers[(i + 1) % 2];
return device.CreateCommandBufferBuilder()
.BeginComputePass()
.SetComputePipeline(updatePipeline)
.TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage)
.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage)
.SetBindGroup(0, updateBGs[i])
.Dispatch(kNumParticles, 1, 1)
.EndComputePass()
.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
.SetRenderPipeline(renderPipeline)
.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
.DrawArrays(3, kNumParticles, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
.SetRenderPipeline(renderPipeline)
.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
.DrawArrays(3, kNumParticles, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
}
.GetResult();
}
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
swapchain = GetSwapChain(device);
swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, 640, 480);
initBuffers();
initRender();
initSim();
initCommandBuffers();
}
void frame() {
queue.Submit(1, &commandBuffers[pingpong]);
DoSwapBuffers();
nxt::Texture backbuffer;
nxt::Framebuffer framebuffer;
GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
nxt::CommandBuffer commandBuffer = createCommandBuffer(framebuffer, pingpong);
queue.Submit(1, &commandBuffer);
backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
swapchain.Present(backbuffer);
DoFlush();
pingpong = (pingpong + 1) % 2;
}