// 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/DawnHelpers.h" #include "utils/SystemUtils.h" #include #include #include dawn::Device device; dawn::Queue queue; dawn::SwapChain swapchain; dawn::TextureView depthStencilView; dawn::RenderPipeline 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; void init() { device = CreateCppDawnDevice(); queue = device.CreateQueue(); swapchain = GetSwapChain(device); swapchain.Configure(GetPreferredSwapChainTextureFormat(), dawn::TextureUsageBit::OutputAttachment, 640, 480); dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( #version 450 layout(push_constant) uniform ConstantsBlock { float scale; float time; float offsetX; float offsetY; float scalar; float scalarOffset; } c; layout(location = 0) 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); })" ); dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( #version 450 layout(location = 0) out vec4 fragColor; layout(location = 0) in vec4 v_color; void main() { fragColor = v_color; })"); depthStencilView = CreateDefaultDepthStencilView(device); utils::ComboRenderPipelineDescriptor descriptor(device); descriptor.cVertexStage.module = vsModule; descriptor.cFragmentStage.module = fsModule; descriptor.cAttachmentsState.hasDepthStencilAttachment = true; descriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint; descriptor.cColorAttachments[0].format = GetPreferredSwapChainTextureFormat(); pipeline = device.CreateRenderPipeline(&descriptor); shaderData.resize(10000); 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); } } void frame() { dawn::Texture backbuffer; dawn::RenderPassDescriptor renderPass; GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); static int f = 0; f++; size_t i = 0; dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder(); { dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass); pass.SetPipeline(pipeline); for (int k = 0; k < 10000; k++) { shaderData[i].time = f / 60.0f; pass.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast(&shaderData[i])); pass.Draw(3, 1, 0, 0); i++; } pass.EndPass(); } dawn::CommandBuffer commands = builder.GetResult(); queue.Submit(1, &commands); swapchain.Present(backbuffer); DoFlush(); fprintf(stderr, "frame %i\n", f); } int main(int argc, const char* argv[]) { if (!InitSample(argc, argv)) { return 1; } init(); while (!ShouldQuit()) { frame(); utils::USleep(16000); } // TODO release stuff }