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This patch is the first one of the descriptorization of render pass. In this patch we add support of RenderPassColorAttachmentDescriptor and RenderPassDepthStencilAttachmentDescriptor to RenderPassDescriptorBuilder. This patch also adds StoreOp to render pass color and depth stencil attachment descriptor. RenderPassDescriptorBuilder will be completely removed in the next patch. BUG=dawn:6, dawn:49 TEST=dawn_end2end_tests, dawn_unittests Change-Id: If623b41d04016425efa53932ae1648daf2263675 Reviewed-on: https://dawn-review.googlesource.com/c/3300 Commit-Queue: Jiawei Shao <jiawei.shao@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
249 lines
8.4 KiB
C++
249 lines
8.4 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 "common/Assert.h"
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#include "common/Platform.h"
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#include "utils/BackendBinding.h"
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#include "utils/TerribleCommandBuffer.h"
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#include <dawn/dawn.h>
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#include <dawn/dawncpp.h>
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#include <dawn/dawn_wsi.h>
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#include <dawn_native/DawnNative.h>
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#include "GLFW/glfw3.h"
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#include <cstring>
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#include <iostream>
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void PrintDeviceError(const char* message, dawn::CallbackUserdata) {
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std::cout << "Device error: " << message << std::endl;
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}
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void PrintGLFWError(int code, const char* message) {
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std::cout << "GLFW error: " << code << " - " << message << std::endl;
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}
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enum class CmdBufType {
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None,
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Terrible,
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//TODO(cwallez@chromium.org) double terrible cmdbuf
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};
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// Default to D3D12, Metal, Vulkan, OpenGL in that order as D3D12 and Metal are the preferred on
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// their respective platforms, and Vulkan is preferred to OpenGL
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#if defined(DAWN_ENABLE_BACKEND_D3D12)
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static utils::BackendType backendType = utils::BackendType::D3D12;
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#elif defined(DAWN_ENABLE_BACKEND_METAL)
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static utils::BackendType backendType = utils::BackendType::Metal;
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#elif defined(DAWN_ENABLE_BACKEND_OPENGL)
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static utils::BackendType backendType = utils::BackendType::OpenGL;
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#elif defined(DAWN_ENABLE_BACKEND_VULKAN)
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static utils::BackendType backendType = utils::BackendType::Vulkan;
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#else
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#error
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#endif
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static CmdBufType cmdBufType = CmdBufType::Terrible;
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static utils::BackendBinding* binding = nullptr;
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static GLFWwindow* window = nullptr;
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static dawn_wire::CommandHandler* wireServer = nullptr;
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static dawn_wire::CommandHandler* wireClient = nullptr;
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static utils::TerribleCommandBuffer* c2sBuf = nullptr;
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static utils::TerribleCommandBuffer* s2cBuf = nullptr;
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dawn::Device CreateCppDawnDevice() {
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binding = utils::CreateBinding(backendType);
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if (binding == nullptr) {
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return dawn::Device();
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}
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glfwSetErrorCallback(PrintGLFWError);
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if (!glfwInit()) {
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return dawn::Device();
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}
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binding->SetupGLFWWindowHints();
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window = glfwCreateWindow(640, 480, "Dawn window", nullptr, nullptr);
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if (!window) {
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return dawn::Device();
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}
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binding->SetWindow(window);
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dawnDevice backendDevice = binding->CreateDevice();
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dawnProcTable backendProcs = dawn_native::GetProcs();
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dawnDevice cDevice = nullptr;
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dawnProcTable procs;
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switch (cmdBufType) {
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case CmdBufType::None:
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procs = backendProcs;
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cDevice = backendDevice;
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break;
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case CmdBufType::Terrible:
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{
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c2sBuf = new utils::TerribleCommandBuffer();
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s2cBuf = new utils::TerribleCommandBuffer();
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wireServer = dawn_wire::NewServerCommandHandler(backendDevice, backendProcs, s2cBuf);
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c2sBuf->SetHandler(wireServer);
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dawnDevice clientDevice;
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dawnProcTable clientProcs;
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wireClient = dawn_wire::NewClientDevice(&clientProcs, &clientDevice, c2sBuf);
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s2cBuf->SetHandler(wireClient);
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procs = clientProcs;
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cDevice = clientDevice;
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}
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break;
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}
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dawnSetProcs(&procs);
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procs.deviceSetErrorCallback(cDevice, PrintDeviceError, 0);
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return dawn::Device::Acquire(cDevice);
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}
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uint64_t GetSwapChainImplementation() {
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return binding->GetSwapChainImplementation();
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}
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dawn::TextureFormat GetPreferredSwapChainTextureFormat() {
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DoFlush();
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return static_cast<dawn::TextureFormat>(binding->GetPreferredSwapChainTextureFormat());
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}
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dawn::SwapChain GetSwapChain(const dawn::Device &device) {
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return device.CreateSwapChainBuilder()
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.SetImplementation(GetSwapChainImplementation())
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.GetResult();
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}
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dawn::TextureView CreateDefaultDepthStencilView(const dawn::Device& device) {
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dawn::TextureDescriptor descriptor;
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descriptor.dimension = dawn::TextureDimension::e2D;
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descriptor.size.width = 640;
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descriptor.size.height = 480;
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descriptor.size.depth = 1;
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descriptor.arraySize = 1;
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descriptor.sampleCount = 1;
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descriptor.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.levelCount = 1;
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descriptor.usage = dawn::TextureUsageBit::OutputAttachment;
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auto depthStencilTexture = device.CreateTexture(&descriptor);
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return depthStencilTexture.CreateDefaultTextureView();
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}
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void GetNextRenderPassDescriptor(const dawn::Device& device,
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const dawn::SwapChain& swapchain,
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const dawn::TextureView& depthStencilView,
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dawn::Texture* backbuffer,
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dawn::RenderPassDescriptor* info) {
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*backbuffer = swapchain.GetNextTexture();
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auto backbufferView = backbuffer->CreateDefaultTextureView();
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dawn::RenderPassColorAttachmentDescriptor colorAttachment;
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colorAttachment.attachment = backbufferView;
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colorAttachment.resolveTarget = nullptr;
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colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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colorAttachment.loadOp = dawn::LoadOp::Clear;
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colorAttachment.storeOp = dawn::StoreOp::Store;
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dawn::RenderPassDepthStencilAttachmentDescriptor depthStencilAttachment;
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depthStencilAttachment.attachment = depthStencilView;
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depthStencilAttachment.depthLoadOp = dawn::LoadOp::Clear;
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depthStencilAttachment.stencilLoadOp = dawn::LoadOp::Clear;
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depthStencilAttachment.clearDepth = 1.0f;
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depthStencilAttachment.clearStencil = 0;
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depthStencilAttachment.depthStoreOp = dawn::StoreOp::Store;
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depthStencilAttachment.stencilStoreOp = dawn::StoreOp::Store;
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*info = device.CreateRenderPassDescriptorBuilder()
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.SetColorAttachments(1, &colorAttachment)
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.SetDepthStencilAttachment(&depthStencilAttachment)
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.GetResult();
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}
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bool InitSample(int argc, const char** argv) {
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for (int i = 1; i < argc; i++) {
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if (std::string("-b") == argv[i] || std::string("--backend") == argv[i]) {
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i++;
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if (i < argc && std::string("d3d12") == argv[i]) {
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backendType = utils::BackendType::D3D12;
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continue;
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}
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if (i < argc && std::string("metal") == argv[i]) {
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backendType = utils::BackendType::Metal;
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continue;
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}
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if (i < argc && std::string("null") == argv[i]) {
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backendType = utils::BackendType::Null;
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continue;
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}
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if (i < argc && std::string("opengl") == argv[i]) {
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backendType = utils::BackendType::OpenGL;
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continue;
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}
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if (i < argc && std::string("vulkan") == argv[i]) {
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backendType = utils::BackendType::Vulkan;
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continue;
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}
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fprintf(stderr, "--backend expects a backend name (opengl, metal, d3d12, null, vulkan)\n");
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return false;
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}
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if (std::string("-c") == argv[i] || std::string("--command-buffer") == argv[i]) {
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i++;
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if (i < argc && std::string("none") == argv[i]) {
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cmdBufType = CmdBufType::None;
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continue;
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}
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if (i < argc && std::string("terrible") == argv[i]) {
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cmdBufType = CmdBufType::Terrible;
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continue;
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}
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fprintf(stderr, "--command-buffer expects a command buffer name (none, terrible)\n");
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return false;
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}
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if (std::string("-h") == argv[i] || std::string("--help") == argv[i]) {
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printf("Usage: %s [-b BACKEND] [-c COMMAND_BUFFER]\n", argv[0]);
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printf(" BACKEND is one of: d3d12, metal, null, opengl, vulkan\n");
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printf(" COMMAND_BUFFER is one of: none, terrible\n");
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return false;
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}
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}
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return true;
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}
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void DoFlush() {
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if (cmdBufType == CmdBufType::Terrible) {
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bool c2sSuccess = c2sBuf->Flush();
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bool s2cSuccess = s2cBuf->Flush();
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ASSERT(c2sSuccess && s2cSuccess);
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}
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glfwPollEvents();
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}
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bool ShouldQuit() {
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return glfwWindowShouldClose(window);
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}
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GLFWwindow* GetGLFWWindow() {
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return window;
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}
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