// Copyright 2017 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. #include "SampleUtils.h" #include "utils/ComboRenderPipelineDescriptor.h" #include "utils/ScopedAutoreleasePool.h" #include "utils/SystemUtils.h" #include "utils/WGPUHelpers.h" #include #include #include wgpu::Device device; wgpu::Queue queue; wgpu::SwapChain swapchain; wgpu::RenderPipeline pipeline; wgpu::BindGroup bindGroup; wgpu::Buffer ubo; float RandomFloat(float min, float max) { float zeroOne = rand() / float(RAND_MAX); return zeroOne * (max - min) + min; } constexpr size_t kNumTriangles = 10000; struct alignas(kMinUniformBufferOffsetAlignment) ShaderData { float scale; float time; float offsetX; float offsetY; float scalar; float scalarOffset; }; static std::vector shaderData; void init() { device = CreateCppDawnDevice(); queue = device.GetQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment, 640, 480); wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"( [[block]] struct Constants { scale : f32; time : f32; offsetX : f32; offsetY : f32; scalar : f32; scalarOffset : f32; }; [[group(0), binding(0)]] var c : Constants; struct VertexOut { [[location(0)]] v_color : vec4; [[builtin(position)]] Position : vec4; }; [[stage(vertex)]] fn main([[builtin(vertex_index)]] VertexIndex : u32) -> VertexOut { var positions : array, 3> = array, 3>( vec4( 0.0, 0.1, 0.0, 1.0), vec4(-0.1, -0.1, 0.0, 1.0), vec4( 0.1, -0.1, 0.0, 1.0) ); var colors : array, 3> = array, 3>( vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0) ); var position : vec4 = positions[VertexIndex]; var color : vec4 = colors[VertexIndex]; // TODO(dawn:572): Revisit once modf has been reworked in WGSL. var fade : f32 = c.scalarOffset + c.time * c.scalar / 10.0; fade = fade - floor(fade); if (fade < 0.5) { fade = fade * 2.0; } else { fade = (1.0 - fade) * 2.0; } var xpos : f32 = position.x * c.scale; var ypos : f32 = position.y * c.scale; let angle : f32 = 3.14159 * 2.0 * fade; let xrot : f32 = xpos * cos(angle) - ypos * sin(angle); let yrot : f32 = xpos * sin(angle) + ypos * cos(angle); xpos = xrot + c.offsetX; ypos = yrot + c.offsetY; var output : VertexOut; output.v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color; output.Position = vec4(xpos, ypos, 0.0, 1.0); return output; })"); wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"( [[stage(fragment)]] fn main([[location(0)]] v_color : vec4) -> [[location(0)]] vec4 { return v_color; })"); wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout( device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform, true}}); utils::ComboRenderPipelineDescriptor descriptor; descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl); descriptor.vertex.module = vsModule; descriptor.cFragment.module = fsModule; descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); pipeline = device.CreateRenderPipeline(&descriptor); shaderData.resize(kNumTriangles); for (auto& data : shaderData) { data.scale = RandomFloat(0.2f, 0.4f); data.time = 0.0; data.offsetX = RandomFloat(-0.9f, 0.9f); data.offsetY = RandomFloat(-0.9f, 0.9f); data.scalar = RandomFloat(0.5f, 2.0f); data.scalarOffset = RandomFloat(0.0f, 10.0f); } wgpu::BufferDescriptor bufferDesc; bufferDesc.size = kNumTriangles * sizeof(ShaderData); bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; ubo = device.CreateBuffer(&bufferDesc); bindGroup = utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}}); } void frame() { wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); static int f = 0; f++; for (auto& data : shaderData) { data.time = f / 60.0f; } queue.WriteBuffer(ubo, 0, shaderData.data(), kNumTriangles * sizeof(ShaderData)); utils::ComboRenderPassDescriptor renderPass({backbufferView}); wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); { wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); pass.SetPipeline(pipeline); for (size_t i = 0; i < kNumTriangles; i++) { uint32_t offset = i * sizeof(ShaderData); pass.SetBindGroup(0, bindGroup, 1, &offset); pass.Draw(3); } pass.EndPass(); } wgpu::CommandBuffer commands = encoder.Finish(); queue.Submit(1, &commands); swapchain.Present(); DoFlush(); fprintf(stderr, "frame %i\n", f); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { utils::ScopedAutoreleasePool pool; frame(); utils::USleep(16000); } // TODO release stuff }