// Copyright 2020 The Dawn 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. // This is an example to manually test swapchain code. Controls are the following, scoped to the // currently focused window: // - W: creates a new window. // - L: Latches the current swapchain, to check what happens when the window changes but not the // swapchain. // - R: switches the rendering mode, between "The Red Triangle" and color-cycling clears that's // (WARNING) likely seizure inducing. // - D: cycles the divisor for the swapchain size. // - P: switches present modes. // // Closing all the windows exits the example. ^C also works. // // Things to test manually: // // - Basic tests (with the triangle render mode): // - Check the triangle is red on a black background and with the pointy side up. // - Cycle render modes a bunch and check that the triangle background is always solid black. // - Check that rendering triangles to multiple windows works. // // - Present mode single-window tests (with cycling color render mode): // - Check that Fifo cycles at about 1 cycle per second and has no tearing. // - Check that Mailbox cycles faster than Fifo and has no tearing. // - Check that Immediate cycles faster than Fifo, it is allowed to have tearing. (dragging // between two monitors can help see tearing) // // - Present mode multi-window tests, it should have the same results as single-window tests when // all windows are in the same present mode. In mixed present modes only Immediate windows are // allowed to tear. // // - Resizing tests (with the triangle render mode): // - Check that cycling divisors on the triangle produces lower and lower resolution triangles. // - Check latching the swapchain config and resizing the window a bunch (smaller, bigger, and // diagonal aspect ratio). // // - Config change tests: // - Check that cycling between present modes works. // - TODO can't be tested yet: check cycling the same window over multiple devices. // - TODO can't be tested yet: check cycling the same window over multiple formats. #include "common/Assert.h" #include "common/Log.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/GLFWUtils.h" #include "utils/WGPUHelpers.h" #include #include #include #include "GLFW/glfw3.h" #include #include struct WindowData { GLFWwindow* window = nullptr; uint64_t serial = 0; float clearCycle = 1.0f; bool latched = false; bool renderTriangle = true; uint32_t divisor = 1; wgpu::Surface surface = nullptr; wgpu::SwapChain swapchain = nullptr; wgpu::SwapChainDescriptor currentDesc; wgpu::SwapChainDescriptor targetDesc; }; static std::unordered_map> windows; static uint64_t windowSerial = 0; static std::unique_ptr instance; static wgpu::Device device; static wgpu::Queue queue; static wgpu::RenderPipeline trianglePipeline; bool IsSameDescriptor(const wgpu::SwapChainDescriptor& a, const wgpu::SwapChainDescriptor& b) { return a.usage == b.usage && a.format == b.format && a.width == b.width && a.height == b.height && a.presentMode == b.presentMode; } void OnKeyPress(GLFWwindow* window, int key, int, int action, int); void SyncFromWindow(WindowData* data) { int width; int height; glfwGetFramebufferSize(data->window, &width, &height); data->targetDesc.width = std::max(1u, width / data->divisor); data->targetDesc.height = std::max(1u, height / data->divisor); } void AddWindow() { glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); GLFWwindow* window = glfwCreateWindow(400, 400, "", nullptr, nullptr); glfwSetKeyCallback(window, OnKeyPress); wgpu::SwapChainDescriptor descriptor; descriptor.usage = wgpu::TextureUsage::RenderAttachment; descriptor.format = wgpu::TextureFormat::BGRA8Unorm; descriptor.width = 0; descriptor.height = 0; descriptor.presentMode = wgpu::PresentMode::Fifo; std::unique_ptr data = std::make_unique(); data->window = window; data->serial = windowSerial++; data->surface = utils::CreateSurfaceForWindow(instance->Get(), window); data->currentDesc = descriptor; data->targetDesc = descriptor; SyncFromWindow(data.get()); windows[window] = std::move(data); } void DoRender(WindowData* data) { wgpu::TextureView view = data->swapchain.GetCurrentTextureView(); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); if (data->renderTriangle) { utils::ComboRenderPassDescriptor desc({view}); // Use Load to check the swapchain is lazy cleared (we shouldn't see garbage from previous // frames). desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Load; wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc); pass.SetPipeline(trianglePipeline); pass.Draw(3); pass.EndPass(); } else { data->clearCycle -= 1.0 / 60.f; if (data->clearCycle < 0.0) { data->clearCycle = 1.0f; } utils::ComboRenderPassDescriptor desc({view}); desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear; desc.cColorAttachments[0].clearColor = {data->clearCycle, 1.0f - data->clearCycle, 0.0f, 1.0f}; wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc); pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); data->swapchain.Present(); } std::ostream& operator<<(std::ostream& o, const wgpu::SwapChainDescriptor& desc) { // For now only render attachment is possible. ASSERT(desc.usage == wgpu::TextureUsage::RenderAttachment); o << "RenderAttachment "; o << desc.width << "x" << desc.height << " "; // For now only BGRA is allowed ASSERT(desc.format == wgpu::TextureFormat::BGRA8Unorm); o << "BGRA8Unorm "; switch (desc.presentMode) { case wgpu::PresentMode::Immediate: o << "Immediate"; break; case wgpu::PresentMode::Fifo: o << "Fifo"; break; case wgpu::PresentMode::Mailbox: o << "Mailbox"; break; } return o; } void UpdateTitle(WindowData* data) { std::ostringstream o; o << data->serial << " "; if (data->divisor != 1) { o << "Divisor:" << data->divisor << " "; } if (data->latched) { o << "Latched: (" << data->currentDesc << ") "; o << "Target: (" << data->targetDesc << ")"; } else { o << "(" << data->currentDesc << ")"; } glfwSetWindowTitle(data->window, o.str().c_str()); } void OnKeyPress(GLFWwindow* window, int key, int, int action, int) { if (action != GLFW_PRESS) { return; } ASSERT(windows.count(window) == 1); WindowData* data = windows[window].get(); switch (key) { case GLFW_KEY_W: AddWindow(); break; case GLFW_KEY_L: data->latched = !data->latched; UpdateTitle(data); break; case GLFW_KEY_R: data->renderTriangle = !data->renderTriangle; UpdateTitle(data); break; case GLFW_KEY_D: data->divisor *= 2; if (data->divisor > 32) { data->divisor = 1; } break; case GLFW_KEY_P: switch (data->targetDesc.presentMode) { case wgpu::PresentMode::Immediate: data->targetDesc.presentMode = wgpu::PresentMode::Fifo; break; case wgpu::PresentMode::Fifo: data->targetDesc.presentMode = wgpu::PresentMode::Mailbox; break; case wgpu::PresentMode::Mailbox: data->targetDesc.presentMode = wgpu::PresentMode::Immediate; break; } break; default: break; } } int main(int argc, const char* argv[]) { // Setup GLFW glfwSetErrorCallback([](int code, const char* message) { dawn::ErrorLog() << "GLFW error " << code << " " << message; }); if (!glfwInit()) { return 1; } // Choose an adapter we like. // TODO: allow switching the window between devices. DawnProcTable procs = dawn_native::GetProcs(); dawnProcSetProcs(&procs); instance = std::make_unique(); instance->DiscoverDefaultAdapters(); std::vector adapters = instance->GetAdapters(); dawn_native::Adapter chosenAdapter; for (dawn_native::Adapter& adapter : adapters) { wgpu::AdapterProperties properties; adapter.GetProperties(&properties); if (properties.backendType != wgpu::BackendType::Null) { chosenAdapter = adapter; break; } } ASSERT(chosenAdapter); // Setup the device on that adapter. device = wgpu::Device::Acquire(chosenAdapter.CreateDevice()); device.SetUncapturedErrorCallback( [](WGPUErrorType errorType, const char* message, void*) { const char* errorTypeName = ""; switch (errorType) { case WGPUErrorType_Validation: errorTypeName = "Validation"; break; case WGPUErrorType_OutOfMemory: errorTypeName = "Out of memory"; break; case WGPUErrorType_Unknown: errorTypeName = "Unknown"; break; case WGPUErrorType_DeviceLost: errorTypeName = "Device lost"; break; default: UNREACHABLE(); return; } dawn::ErrorLog() << errorTypeName << " error: " << message; }, nullptr); queue = device.GetQueue(); // The hacky pipeline to render a triangle. utils::ComboRenderPipelineDescriptor pipelineDesc(device); pipelineDesc.vertexStage.module = utils::CreateShaderModuleFromWGSL(device, R"( [[builtin(vertex_index)]] var VertexIndex : u32; [[builtin(position)]] var Position : vec4; const pos : array, 3> = array, 3>( vec2( 0.0, 0.5), vec2(-0.5, -0.5), vec2( 0.5, -0.5) ); [[stage(vertex)]] fn main() -> void { Position = vec4(pos[VertexIndex], 0.0, 1.0); return; })"); pipelineDesc.cFragmentStage.module = utils::CreateShaderModuleFromWGSL(device, R"( [[location(0)]] var fragColor : vec4; [[stage(fragment)]] fn main() -> void { fragColor = vec4(1.0, 0.0, 0.0, 1.0); return; })"); pipelineDesc.colorStateCount = 1; // BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline]. pipelineDesc.cColorStates[0].format = wgpu::TextureFormat::BGRA8Unorm; trianglePipeline = device.CreateRenderPipeline(&pipelineDesc); // Craete the first window, since the example exits when there are no windows. AddWindow(); while (windows.size() != 0) { glfwPollEvents(); for (auto it = windows.begin(); it != windows.end();) { GLFWwindow* window = it->first; if (glfwWindowShouldClose(window)) { glfwDestroyWindow(window); it = windows.erase(it); } else { it++; } } for (auto& it : windows) { WindowData* data = it.second.get(); SyncFromWindow(data); if (!IsSameDescriptor(data->currentDesc, data->targetDesc) && !data->latched) { data->swapchain = device.CreateSwapChain(data->surface, &data->targetDesc); data->currentDesc = data->targetDesc; } UpdateTitle(data); DoRender(data); } } }