Initial commit of all the NXT integration.

More like squashed history, contributors were:
 - Kai Ninomiya
 - Corentin Wallez
This commit is contained in:
Corentin Wallez 2017-04-20 14:38:20 -04:00
commit f07e3bd4c9
134 changed files with 24658 additions and 0 deletions

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[submodule "external/glfw"]
path = third_party/glfw
url = https://github.com/glfw/glfw.git
[submodule "external/googletest"]
path = third_party/googletest
url = https://github.com/google/googletest.git
[submodule "external/glslang"]
path = third_party/glslang
url = https://github.com/google/glslang.git
[submodule "external/shaderc"]
path = third_party/shaderc
url = https://github.com/google/shaderc.git
[submodule "external/spirv-tools"]
path = third_party/spirv-tools
url = https://github.com/KhronosGroup/SPIRV-Tools.git
[submodule "external/spirv-headers"]
path = third_party/spirv-headers
url = https://github.com/KhronosGroup/SPIRV-Headers.git
[submodule "external/spirv-cross"]
path = third_party/spirv-cross
url = https://github.com/KhronosGroup/SPIRV-Cross.git
[submodule "external/stb"]
path = third_party/stb
url = https://github.com/nothings/stb.git
[submodule "external/glm"]
path = third_party/glm
url = https://github.com/g-truc/glm.git

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# This is the list of NXT authors for copyright purposes.
#
# This does not necessarily list everyone who has contributed code, since in
# some cases, their employer may be the copyright holder. To see the full list
# of contributors, see the revision history in source control.
Google Inc.

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# 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.
cmake_minimum_required(VERSION 2.8)
project(nxt C CXX)
function(SetCXX14 Target)
if(MSVC)
set_property(TARGET ${Target} APPEND PROPERTY COMPILE_OPTIONS "/std:c++14")
else()
set_property(TARGET ${Target} APPEND PROPERTY COMPILE_OPTIONS "-std=c++14")
endif()
endfunction()
function(SetPIC Target)
if(MSVC)
else()
set_property(TARGET ${Target} APPEND PROPERTY COMPILE_OPTIONS "-fPIC")
endif()
endfunction()
add_subdirectory(third_party)
add_subdirectory(generator)
set(INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/src/include)
Generate(
LIB_NAME nxt
LIB_TYPE SHARED
PRINT_NAME libNXT
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T nxt
)
target_include_directories(nxt PUBLIC ${GENERATED_DIR})
Generate(
LIB_NAME nxtcpp
LIB_TYPE SHARED
PRINT_NAME libNXT++
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T nxtcpp
)
target_include_directories(nxtcpp PUBLIC ${GENERATED_DIR} PUBLIC ${INCLUDE_DIR})
target_link_libraries(nxtcpp nxt)
SetCXX14(nxtcpp)
Generate(
LIB_NAME mock_nxt
LIB_TYPE SHARED
PRINT_NAME libMockNXT
COMMAND_LINE_ARGS
${GENERATOR_COMMON_ARGS}
-T mock_nxt
)
target_include_directories(mock_nxt PUBLIC ${GENERATED_DIR})
target_link_libraries(mock_nxt nxt gtest)
SetCXX14(mock_nxt)
add_subdirectory(src/backend)
add_subdirectory(src/wire)
add_subdirectory(src/tests)
add_subdirectory(examples)

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# How to contribute
We'd love to accept your patches and contributions to this project. There are
just a few small guidelines you need to follow.
## Contributor License Agreement
Contributions to this project must be accompanied by a Contributor License
Agreement. You (or your employer) retain the copyright to your contribution,
this simply gives us permission to use and redistribute your contributions as
part of the project. Head over to <https://cla.developers.google.com/> to see
your current agreements on file or to sign a new one.
You generally only need to submit a CLA once, so if you've already submitted one
(even if it was for a different project), you probably don't need to do it
again.
## Code reviews
All submissions, including submissions by project members, require review. We
use GitHub pull requests for this purpose. Consult
[GitHub Help](https://help.github.com/articles/about-pull-requests/) for more
information on using pull requests.

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# NXT, standalone part
NXT is an unoriginal name for Chromiums investigation and prototyping of a NeXT generation graphics API for the Web. This repository contains a native library implementing NXT on multiple backends, as well as some code generators used for the integration in Chromium. NXT is not an official Google product.
We focused on efforts on two axis:
- An investigation of the constraints coming from the Web and in particular portability, for which we looked at the intersection of the designs of D3D12, Metal, Vulkan, OpenGL and D3D11. See links to some of our investigations below.
- A prototype API inspired by all of D3D12, Metal and Vulkan, but none in particular. The API works on two backends: OpenGL and Metal and is usable from native code (think WebAssembly) and from Javascript inside of Chrome. Our focus was not to have a complete API but to show the breadth of potential usage.
Were making our investigation and prototype public to provide another example for the upcoming discussion in the “GPU for the Web” W3C community group.
NXT currently has the following features:
- Command buffers, graphics and compute pipelines
- Textures, samplers, vertex / index / uniform / storage buffers.
- Descriptor sets (called bind groups) and push constants
- SPIRV for the shading language
- Validation
NXT is missing a lot of things to be usable for anything else than prototyping:
- Render-targets / render passes
- Most of the fixed function pipeline state
- Barriers / resource transitions and GPU - CPU synchronization
- Buffer mapping
- ...
We chose to use SPIRV in our prototype because it was the only language that had translators to other shading languages, thanks to SPIRV-Cross which saved us a ton of work. [SPIRV-Cross](https://github.com/KhronosGroup/SPIRV-Cross) doesnt have an HLSL backend so we didnt attempt a D3D12 backend (and D3D11 was too limiting for our prototype API). Only the Metal and the OpenGL backends are functional at this time. The OpenGL backend let us integrate in Chromium very easily.
## Links
Some of the investigations we made on the design of potential backend APIs:
- [Binding model investigation](https://drive.google.com/open?id=1_xeTnk6DlN7YmePQQAlnHndA043rgwBzUYtatk5y7kQ)
- [Data uploads investigation](https://drive.google.com/open?id=1Mi9l14zG8HzJ5Z6107SdPhON0mq4d-3SUI8iS631nek)
- [Resource creation investigation](https://drive.google.com/open?id=1hK1SkTFkXJXPjyla0EEl1fOIwJSc6T41AV2mGiovyFU)
- [Vertex setup investigation](https://drive.google.com/open?id=1SIUpdg-6Xm5FFF1ktdBfnR5oRKjyPAfXir7Drui4cYM)
[Another presentation](https://drive.google.com/open?id=1mLQEM__twfivV7nJLDBIomS9pegOYkJQWyM6lTse4PQ) about our work with more details on the architecture of the prototype, and a [video](https://youtu.be/ThlZ5K4hJvo) of the demo we showed.
TODO: add a link to the NXT-chromium repo once it is uploaded.
## Key elements of the prototypes architecture
### Builder pattern for object creation
In NXT, object creation is done through builder objects that gather initialization parameters with a fluent interface and return the initialized object when GetResult() is called.
In addition to the improved type-safety and subjective prettiness compared to giant constructors, this style enables additional optimizations. For example this removes the need for any check for an object being built and allows backend to forget parameters it might not care about.
Heres an example of buffer creation:
```cpp
nxt::Buffer buffer = device.CreateBufferBuilder()
.SetUsage(nxt::BufferUsageBit::Uniform | nxt::BufferUsageBit::Mapped)
.SetSize(42)
.GetResult();
```
### The wire client-server and error handling
What we call the wire is an API command buffer for NXT. The name was chosen to avoid conflict with the “command buffer” concept in graphics APIs.
Originally OpenGL was designed as a client-server architecture with asynchronous errors and objects that could be used by the client before they were created by server. Over time more client state-tracking was added but the core asynchronous structure remained. This enabled OpenGL ES 2 / WebGL to be implemented in Chromium in which the web page and the GPU driver live in different processes. In addition to security this separation helps with performance in CPU-bound WebGL apps.
For this reason we built NXT as a network-transparent API so that it could integrate nicely in the Chromium architecture, and we believe any next-generation Web API would have to be network-transparent too.
In NXT, as in OpenGL, API objects can be used immediately after they have been created on the client, even if the server hasnt seen the creation command yet. If object creation succeeds, everything happens transparently otherwise the object is tagged as being an error. NXT calls with error-tagged objects use the following rules:
- Functions result in a noop.
- Functions returning an object return an error value.
- Builder methods mark the builder as an error value.
The idea is that a whole bunch of object creation can be done when the application loads, then all the objects checked once for any error. The concept presented above is similar to [promise pipelining](http://www.erights.org/elib/distrib/pipeline.html) and to the [Maybe monad](https://en.wikipedia.org/wiki/Monad_(functional_programming)#The_Maybe_monad).
Currently the wire only has client to server communication and there is no way to know the error status of objects or read API data like the content of buffers. In our prototype the wire is responsible for object lifetime validation.
### Code generation
Our prototype heavily relies on code generation. It greatly improved iteration time on the API as the generators kept the Javascript bindings, IDL files, wire, C++ bindings and friends up to date. But it reduced flexibility in the API shape as adding as changing the shape required modifying all generators in non-trivial ways.
For example, NXT can only return objects which prevents mapping buffers or even reading back single pixel values. There is currently no way to know the error status on the client side. These improvements, and more, are planned, and contributions are welcome.
Other generators include:
- A C-header with the definition of nxtProcTable that is the “real” underlying NXT API exposed by the backends.
- Glue code generating nxtProcTable for a backend with simple validation included (enum value checks etc.)
- A mock API for testing
## Structure of the code
Here are the main files and directories:
```
/next.json - the JSON file describing the API that is used by the code generators
/examples - example code that was also used for end2end testing (it is not possible to do automated testing without being able to read back data)
/generator - The code generator and its templates
/generator/templates - The code generator templates
/generator/templates/blink - Templates used in the integration with Chromium
/src - Non-generator code for the ANGLE-like library
/src/backend
/src/backend/common - Handles all the state tracking and validation
/src/backend/metal - the Metal backend
/src/backend/opengl - the OpenGL backend
/src/wire - Glue code and interfaces for the wire
/third_party - external dependencies
```
## Getting and building the code
NXT standalone is a CMake project with git submodules. To download and build it, do the following:
```sh
git clone --recursive <insert github git repo url here>
cd <directory name>
mkdir build && cd build
cmake ..
make
# Run executables in examples/, --help will provide the options to choose the backend (compute only works on Metal on OSX) and the command buffer.
```
It is currently known to compile on Linux and OSX, and has some warnings on Windows when using MSVC (it doesnt handle code reachability in enum class switches correctly).

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// 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 <cstdlib>
#include <cstdio>
#include <unistd.h>
#include <vector>
nxt::Device device;
nxt::Queue queue;
nxt::Pipeline pipeline;
float RandomFloat(float min, float max) {
float zeroOne = rand() / float(RAND_MAX);
return zeroOne * (max - min) + min;
}
struct ShaderData {
float scale;
float time;
float offsetX;
float offsetY;
float scalar;
float scalarOffset;
};
static std::vector<ShaderData> shaderData;
void init() {
nxtProcTable procs;
GetProcTableAndDevice(&procs, &device);
nxtSetProcs(&procs);
queue = device.CreateQueueBuilder().GetResult();
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(push_constant) uniform ConstantsBlock {
float scale;
float time;
float offsetX;
float offsetY;
float scalar;
float scalarOffset;
} c;
out vec4 v_color;
const vec4 positions[3] = vec4[3](
vec4( 0.0f, 0.1f, 0.0f, 1.0f),
vec4(-0.1f, -0.1f, 0.0f, 1.0f),
vec4( 0.1f, -0.1f, 0.0f, 1.0f)
);
const vec4 colors[3] = vec4[3](
vec4(1.0f, 0.0f, 0.0f, 1.0f),
vec4(0.0f, 1.0f, 0.0f, 1.0f),
vec4(0.0f, 0.0f, 1.0f, 1.0f)
);
void main() {
vec4 position = positions[gl_VertexIndex];
vec4 color = colors[gl_VertexIndex];
float fade = mod(c.scalarOffset + c.time * c.scalar / 10.0, 1.0);
if (fade < 0.5) {
fade = fade * 2.0;
} else {
fade = (1.0 - fade) * 2.0;
}
float xpos = position.x * c.scale;
float ypos = position.y * c.scale;
float angle = 3.14159 * 2.0 * fade;
float xrot = xpos * cos(angle) - ypos * sin(angle);
float yrot = xpos * sin(angle) + ypos * cos(angle);
xpos = xrot + c.offsetX;
ypos = yrot + c.offsetY;
v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color;
gl_Position = vec4(xpos, ypos, 0.0, 1.0);
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
out vec4 fragColor;
in vec4 v_color;
void main() {
fragColor = v_color;
})"
);
pipeline = device.CreatePipelineBuilder()
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
shaderData.resize(10000);
for (auto& data : shaderData) {
data.scale = RandomFloat(0.2, 0.4);
data.time = 0.0;
data.offsetX = RandomFloat(-0.9, 0.9);
data.offsetY = RandomFloat(-0.9, 0.9);
data.scalar = RandomFloat(0.5, 2.0);
data.scalarOffset = RandomFloat(0.0, 10.0);
}
}
void frame() {
static int f = 0;
f++;
size_t i = 0;
std::vector<nxt::CommandBuffer> commands(50);
for (int j = 0; j < 50; j++) {
nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
.SetPipeline(pipeline)
.Clone();
for (int k = 0; k < 200; k++) {
shaderData[i].time = f / 60.0f;
builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
.DrawArrays(3, 1, 0, 0);
i++;
}
commands[j] = builder.GetResult();
}
queue.Submit(50, commands.data());
SwapBuffers();
fprintf(stderr, "frame %i\n", f);
}
int main(int argc, const char* argv[]) {
if (!InitUtils(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
usleep(16000);
}
// TODO release stuff
}

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// 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.
#ifndef UTILS_BACKENDBINDING_H_
#define UTILS_BACKENDBINDING_H_
#include <nxt/nxt.h>
struct GLFWwindow;
class BackendBinding {
public:
virtual void SetupGLFWWindowHints() = 0;
virtual void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) = 0;
virtual void SwapBuffers() = 0;
void SetWindow(GLFWwindow* window) {this->window = window;}
protected:
GLFWwindow* window = nullptr;
};
#endif // UTILS_BACKENDBINDING_H_

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# 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.
list(APPEND UTILS_SOURCES
Utils.h
Utils.cpp
BackendBinding.h
)
if (APPLE)
list(APPEND UTILS_SOURCES
MetalBinding.mm
)
endif()
add_library(utils SHARED ${UTILS_SOURCES})
target_link_libraries(utils nxt_backend nxt_wire shaderc nxtcpp nxt)
SetCXX14(utils)
add_executable(CHelloTriangle HelloTriangle.c)
target_link_libraries(CHelloTriangle utils)
add_executable(CppHelloTriangle HelloTriangle.cpp)
target_link_libraries(CppHelloTriangle utils)
SetCXX14(CppHelloTriangle)
add_executable(ComputeBoids ComputeBoids.cpp)
target_link_libraries(ComputeBoids utils)
target_include_directories(ComputeBoids PUBLIC ../ ${GLM_INCLUDE_DIR})
SetCXX14(ComputeBoids)
add_executable(HelloVertices HelloVertices.cpp)
target_link_libraries(HelloVertices utils)
SetCXX14(HelloVertices)
add_executable(HelloInstancing HelloInstancing.cpp)
target_link_libraries(HelloInstancing utils)
SetCXX14(HelloInstancing)
add_executable(HelloIndices HelloIndices.cpp)
target_link_libraries(HelloIndices utils)
SetCXX14(HelloIndices)
add_executable(HelloUBO HelloUBO.cpp)
target_link_libraries(HelloUBO utils)
SetCXX14(HelloUBO)
add_executable(HelloCompute HelloCompute.cpp)
target_link_libraries(HelloCompute utils)
SetCXX14(HelloCompute)
add_executable(Animometer Animometer.cpp)
target_link_libraries(Animometer utils)
SetCXX14(Animometer)
add_executable(SpirvTest SpirvTest.cpp)
target_link_libraries(SpirvTest shaderc spirv-cross nxtcpp)
SetCXX14(SpirvTest)
add_subdirectory(glTFViewer)

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// 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 <array>
#include <cstring>
#include <random>
#include <unistd.h>
#include <glm/glm.hpp>
nxt::Device device;
nxt::Queue queue;
nxt::Buffer modelBuffer;
std::array<nxt::Buffer, 2> particleBuffers;
nxt::Pipeline renderPipeline;
nxt::Buffer updateParams;
nxt::Pipeline updatePipeline;
std::array<nxt::BindGroup, 2> updateBGs;
std::array<nxt::CommandBuffer, 2> commandBuffers;
size_t pingpong = 0;
static const uint32_t kNumParticles = 1000;
struct Particle {
glm::vec2 pos;
glm::vec2 vel;
};
struct SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
};
void initBuffers() {
glm::vec2 model[3] = {
{-0.01, -0.02},
{0.01, -0.02},
{0.00, 0.02},
};
modelBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(model))
.GetResult();
modelBuffer.SetSubData(0, sizeof(model) / sizeof(uint32_t),
reinterpret_cast<uint32_t*>(model));
modelBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
SimParams params = { 0.04, 0.1, 0.025, 0.025, 0.02, 0.05, 0.005, kNumParticles };
updateParams = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(SimParams))
.GetResult();
updateParams.SetSubData(0, sizeof(SimParams) / sizeof(uint32_t),
reinterpret_cast<uint32_t*>(&params));
updateParams.FreezeUsage(nxt::BufferUsageBit::Uniform);
std::vector<Particle> initialParticles(kNumParticles);
{
std::mt19937 generator;
std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
for (auto& p : initialParticles)
{
p.pos = glm::vec2(dist(generator), dist(generator));
p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
}
}
for (int i = 0; i < 2; i++) {
particleBuffers[i] = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex | nxt::BufferUsageBit::Storage)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(Particle) * kNumParticles)
.GetResult();
particleBuffers[i].SetSubData(0,
sizeof(Particle) * kNumParticles / sizeof(uint32_t),
reinterpret_cast<uint32_t*>(initialParticles.data()));
}
}
void initRender() {
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec2 a_particlePos;
layout(location = 1) in vec2 a_particleVel;
layout(location = 2) in vec2 a_pos;
void main() {
float angle = -atan(a_particleVel.x, a_particleVel.y);
vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle),
a_pos.x * sin(angle) + a_pos.y * cos(angle));
gl_Position = vec4(pos + a_particlePos, 0, 1);
}
)");
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)");
nxt::InputState inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, pos))
.SetAttribute(1, 0, nxt::VertexFormat::FloatR32G32, offsetof(Particle, vel))
.SetInput(0, sizeof(Particle), nxt::InputStepMode::Instance)
.SetAttribute(2, 1, nxt::VertexFormat::FloatR32G32, 0)
.SetInput(1, sizeof(glm::vec2), nxt::InputStepMode::Vertex)
.GetResult();
renderPipeline = device.CreatePipelineBuilder()
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void initSim() {
nxt::ShaderModule module = CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
#version 450
struct Particle {
vec2 pos;
vec2 vel;
};
layout(std140, set = 0, binding = 0) uniform SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
} params;
layout(std140, set = 0, binding = 1) buffer ParticlesA {
Particle particlesA[1000];
};
layout(std140, set = 0, binding = 2) buffer ParticlesB {
Particle particlesB[1000];
};
void main() {
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
uint index = gl_GlobalInvocationID.x;
if (index >= params.particleCount) { return; }
vec2 vPos = particlesA[index].pos;
vec2 vVel = particlesA[index].vel;
vec2 cMass = vec2(0.0, 0.0);
vec2 cVel = vec2(0.0, 0.0);
vec2 colVel = vec2(0.0, 0.0);
int cMassCount = 0;
int cVelCount = 0;
vec2 pos;
vec2 vel;
for (int i = 0; i < params.particleCount; ++i) {
if (i == index) { continue; }
pos = particlesA[i].pos.xy;
vel = particlesA[i].vel.xy;
if (distance(pos, vPos) < params.rule1Distance) {
cMass += pos;
cMassCount++;
}
if (distance(pos, vPos) < params.rule2Distance) {
colVel -= (pos - vPos);
}
if (distance(pos, vPos) < params.rule3Distance) {
cVel += vel;
cVelCount++;
}
}
if (cMassCount > 0) {
cMass = cMass / cMassCount - vPos;
}
if (cVelCount > 0) {
cVel = cVel / cVelCount;
}
vVel += cMass * params.rule1Scale + colVel * params.rule2Scale + cVel * params.rule3Scale;
// clamp velocity for a more pleasing simulation.
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
// kinematic update
vPos += vVel * params.deltaT;
// Wrap around boundary
if (vPos.x < -1.0) vPos.x = 1.0;
if (vPos.x > 1.0) vPos.x = -1.0;
if (vPos.y < -1.0) vPos.y = 1.0;
if (vPos.y > 1.0) vPos.y = -1.0;
particlesB[index].pos = vPos;
// Write back
particlesB[index].vel = vVel;
}
)");
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::UniformBuffer, 0, 1)
.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 1, 2)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
updatePipeline = device.CreatePipelineBuilder()
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Compute, module, "main")
.GetResult();
nxt::BufferView updateParamsView = updateParams.CreateBufferViewBuilder()
.SetExtent(0, sizeof(SimParams))
.GetResult();
std::array<nxt::BufferView, 2> views;
for (uint32_t i = 0; i < 2; ++i) {
views[i] = particleBuffers[i].CreateBufferViewBuilder()
.SetExtent(0, kNumParticles * sizeof(Particle))
.GetResult();
}
for (uint32_t i = 0; i < 2; ++i) {
updateBGs[i] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &updateParamsView)
.SetBufferViews(1, 1, &views[i])
.SetBufferViews(2, 1, &views[(i + 1) % 2])
.GetResult();
}
}
void initCommandBuffers() {
static const uint32_t zeroOffsets[1] = {0};
for (int i = 0; i < 2; ++i) {
auto& bufferSrc = particleBuffers[i];
auto& bufferDst = particleBuffers[(i + 1) % 2];
commandBuffers[i] = device.CreateCommandBufferBuilder()
.SetPipeline(updatePipeline)
.TransitionBufferUsage(bufferSrc, nxt::BufferUsageBit::Storage)
.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Storage)
.SetBindGroup(0, updateBGs[i])
.Dispatch(kNumParticles, 1, 1)
.SetPipeline(renderPipeline)
.TransitionBufferUsage(bufferDst, nxt::BufferUsageBit::Vertex)
.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets)
.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets)
.DrawArrays(3, kNumParticles, 0, 0)
.GetResult();
}
}
void init() {
nxtProcTable procs;
GetProcTableAndDevice(&procs, &device);
nxtSetProcs(&procs);
queue = device.CreateQueueBuilder().GetResult();
initBuffers();
initRender();
initSim();
initCommandBuffers();
}
void frame() {
queue.Submit(1, &commandBuffers[pingpong]);
SwapBuffers();
pingpong = (pingpong + 1) % 2;
}
int main(int argc, const char* argv[]) {
if (!InitUtils(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
usleep(16000);
}
// TODO release stuff
}

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// 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 <string.h>
#include <unistd.h>
nxt::Device device;
nxt::Queue queue;
nxt::Buffer buffer;
nxt::Pipeline renderPipeline;
nxt::BindGroup renderBindGroup;
nxt::Pipeline computePipeline;
nxt::BindGroup computeBindGroup;
void init() {
nxtProcTable procs;
GetProcTableAndDevice(&procs, &device);
nxtSetProcs(&procs);
queue = device.CreateQueueBuilder().GetResult();
struct {uint32_t a; float b;} s;
memset(&s, sizeof(s), 0);
buffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Uniform | nxt::BufferUsageBit::Storage)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(s))
.GetResult();
buffer.SetSubData(0, sizeof(s) / sizeof(uint32_t), reinterpret_cast<uint32_t*>(&s));
nxt::BufferView view = buffer.CreateBufferViewBuilder()
.SetExtent(0, sizeof(s))
.GetResult();
{
nxt::ShaderModule module = CreateShaderModule(device, nxt::ShaderStage::Compute, R"(
#version 450
layout(set = 0, binding = 0) buffer myBlock {
int a;
float b;
} myStorage;
void main() {
myStorage.a = (myStorage.a + 1) % 256;
myStorage.b = mod((myStorage.b + 0.02), 1.0);
})"
);
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Compute, nxt::BindingType::StorageBuffer, 0, 1)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
computePipeline = device.CreatePipelineBuilder()
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Compute, module, "main")
.GetResult();
computeBindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &view)
.GetResult();
}
{
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.5, 1.0);
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform myBlock {
int a;
float b;
} myUbo;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
})"
);
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
renderPipeline = device.CreatePipelineBuilder()
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
renderBindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetBufferViews(0, 1, &view)
.GetResult();
}
}
void frame() {
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.SetPipeline(computePipeline)
.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Storage)
.SetBindGroup(0, computeBindGroup)
.Dispatch(1, 1, 1)
.SetPipeline(renderPipeline)
.TransitionBufferUsage(buffer, nxt::BufferUsageBit::Uniform)
.SetBindGroup(0, renderBindGroup)
.DrawArrays(3, 1, 0, 0)
.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
}

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// 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 indexBuffer;
nxt::Buffer vertexBuffer;
nxt::Queue queue;
nxt::Pipeline pipeline;
void initBuffers() {
static const uint32_t indexData[3] = {
0, 1, 2,
};
indexBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Index)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(indexData))
.GetResult();
indexBuffer.SetSubData(0, sizeof(indexData) / sizeof(uint32_t), indexData);
indexBuffer.FreezeUsage(nxt::BufferUsageBit::Index);
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);
}
void init() {
nxtProcTable procs;
GetProcTableAndDevice(&procs, &device);
nxtSetProcs(&procs);
queue = device.CreateQueueBuilder().GetResult();
initBuffers();
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
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()
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void frame() {
static const uint32_t vertexBufferOffsets[1] = {0};
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.SetPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetIndexBuffer(indexBuffer, 0, nxt::IndexFormat::Uint32)
.DrawElements(3, 1, 0, 0)
.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
}

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// 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 instanceBuffer;
nxt::Queue queue;
nxt::Pipeline pipeline;
void initBuffers() {
static const float vertexData[12] = {
0.0f, 0.1f, 0.0f, 1.0f,
-0.1f, -0.1f, 0.0f, 1.0f,
0.1f, -0.1f, 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 instanceData[8] = {
-0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, -0.5f,
0.5f, 0.5f,
};
instanceBuffer = device.CreateBufferBuilder()
.SetAllowedUsage(nxt::BufferUsageBit::Mapped | nxt::BufferUsageBit::Vertex)
.SetInitialUsage(nxt::BufferUsageBit::Mapped)
.SetSize(sizeof(instanceData))
.GetResult();
instanceBuffer.SetSubData(0, sizeof(instanceData) / sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(instanceData));
instanceBuffer.FreezeUsage(nxt::BufferUsageBit::Vertex);
}
void init() {
nxtProcTable procs;
GetProcTableAndDevice(&procs, &device);
nxtSetProcs(&procs);
queue = device.CreateQueueBuilder().GetResult();
initBuffers();
nxt::ShaderModule vsModule = CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
layout(location = 1) in vec2 instance;
void main() {
gl_Position = vec4(pos.xy + instance, pos.zw);
})"
);
nxt::ShaderModule fsModule = CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
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)
.SetAttribute(1, 1, nxt::VertexFormat::FloatR32G32, 0)
.SetInput(1, 2 * sizeof(float), nxt::InputStepMode::Instance)
.GetResult();
pipeline = device.CreatePipelineBuilder()
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void frame() {
static const uint32_t vertexBufferOffsets[1] = {0};
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.SetPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.SetVertexBuffers(1, 1, &instanceBuffer, vertexBufferOffsets)
.DrawArrays(3, 4, 0, 0)
.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
}

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// 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"