185 lines
6.1 KiB
C++
185 lines
6.1 KiB
C++
// Copyright 2017 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "SampleUtils.h"
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#include "dawn/utils/ComboRenderPipelineDescriptor.h"
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#include "dawn/utils/ScopedAutoreleasePool.h"
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#include "dawn/utils/SystemUtils.h"
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#include "dawn/utils/WGPUHelpers.h"
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#include <vector>
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wgpu::Device device;
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wgpu::Buffer indexBuffer;
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wgpu::Buffer vertexBuffer;
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wgpu::Texture texture;
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wgpu::Sampler sampler;
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::TextureView depthStencilView;
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wgpu::RenderPipeline pipeline;
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wgpu::BindGroup bindGroup;
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void initBuffers() {
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static const uint32_t indexData[3] = {
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0,
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1,
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2,
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};
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indexBuffer =
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utils::CreateBufferFromData(device, indexData, sizeof(indexData), wgpu::BufferUsage::Index);
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static const float vertexData[12] = {
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0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 1.0f,
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};
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vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
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wgpu::BufferUsage::Vertex);
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}
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void initTextures() {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = 1024;
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descriptor.size.height = 1024;
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descriptor.size.depthOrArrayLayers = 1;
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descriptor.sampleCount = 1;
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descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding;
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texture = device.CreateTexture(&descriptor);
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sampler = device.CreateSampler();
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// Initialize the texture with arbitrary data until we can load images
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std::vector<uint8_t> data(4 * 1024 * 1024, 0);
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for (size_t i = 0; i < data.size(); ++i) {
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data[i] = static_cast<uint8_t>(i % 253);
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}
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
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wgpu::ImageCopyBuffer imageCopyBuffer =
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utils::CreateImageCopyBuffer(stagingBuffer, 0, 4 * 1024);
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wgpu::ImageCopyTexture imageCopyTexture = utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {1024, 1024, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, ©Size);
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wgpu::CommandBuffer copy = encoder.Finish();
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queue.Submit(1, ©);
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}
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void init() {
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device = CreateCppDawnDevice();
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queue = device.GetQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment,
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640, 480);
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initBuffers();
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initTextures();
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wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
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@stage(vertex) fn main(@location(0) pos : vec4<f32>)
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-> @builtin(position) vec4<f32> {
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return pos;
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})");
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wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
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@group(0) @binding(0) var mySampler: sampler;
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@group(0) @binding(1) var myTexture : texture_2d<f32>;
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@stage(fragment) fn main(@builtin(position) FragCoord : vec4<f32>)
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-> @location(0) vec4<f32> {
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return textureSample(myTexture, mySampler, FragCoord.xy / vec2<f32>(640.0, 480.0));
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})");
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
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{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float},
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});
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor;
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertex.module = vsModule;
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descriptor.vertex.bufferCount = 1;
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descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cBuffers[0].attributeCount = 1;
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descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
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descriptor.cFragment.module = fsModule;
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descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
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descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
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pipeline = device.CreateRenderPipeline(&descriptor);
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wgpu::TextureView view = texture.CreateView();
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bindGroup = utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, view}});
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}
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struct {
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uint32_t a;
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float b;
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} s;
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void frame() {
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s.a = (s.a + 1) % 256;
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s.b += 0.02f;
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if (s.b >= 1.0f) {
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s.b = 0.0f;
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}
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wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
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utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(pipeline);
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pass.SetBindGroup(0, bindGroup);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
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pass.DrawIndexed(3);
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pass.EndPass();
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}
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wgpu::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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swapchain.Present();
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DoFlush();
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}
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int main(int argc, const char* argv[]) {
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if (!InitSample(argc, argv)) {
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return 1;
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}
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init();
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while (!ShouldQuit()) {
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utils::ScopedAutoreleasePool pool;
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frame();
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utils::USleep(16000);
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}
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}
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