178 lines
5.2 KiB
C++
178 lines
5.2 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 "utils/ComboRenderPipelineDescriptor.h"
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#include "utils/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include <cstdlib>
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#include <cstdio>
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#include <vector>
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dawn::Device device;
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::RenderPipeline pipeline;
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float RandomFloat(float min, float max) {
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float zeroOne = rand() / float(RAND_MAX);
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return zeroOne * (max - min) + min;
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}
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struct ShaderData {
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float scale;
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float time;
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float offsetX;
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float offsetY;
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float scalar;
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float scalarOffset;
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};
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static std::vector<ShaderData> shaderData;
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void init() {
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device = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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layout(push_constant) uniform ConstantsBlock {
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float scale;
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float time;
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float offsetX;
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float offsetY;
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float scalar;
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float scalarOffset;
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} c;
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layout(location = 0) out vec4 v_color;
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const vec4 positions[3] = vec4[3](
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vec4( 0.0f, 0.1f, 0.0f, 1.0f),
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vec4(-0.1f, -0.1f, 0.0f, 1.0f),
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vec4( 0.1f, -0.1f, 0.0f, 1.0f)
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);
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const vec4 colors[3] = vec4[3](
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vec4(1.0f, 0.0f, 0.0f, 1.0f),
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vec4(0.0f, 1.0f, 0.0f, 1.0f),
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vec4(0.0f, 0.0f, 1.0f, 1.0f)
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);
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void main() {
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vec4 position = positions[gl_VertexIndex];
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vec4 color = colors[gl_VertexIndex];
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float fade = mod(c.scalarOffset + c.time * c.scalar / 10.0, 1.0);
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if (fade < 0.5) {
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fade = fade * 2.0;
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} else {
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fade = (1.0 - fade) * 2.0;
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}
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float xpos = position.x * c.scale;
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float ypos = position.y * c.scale;
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float angle = 3.14159 * 2.0 * fade;
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float xrot = xpos * cos(angle) - ypos * sin(angle);
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float yrot = xpos * sin(angle) + ypos * cos(angle);
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xpos = xrot + c.offsetX;
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ypos = yrot + c.offsetY;
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v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color;
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gl_Position = vec4(xpos, ypos, 0.0, 1.0);
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})"
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);
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) in vec4 v_color;
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void main() {
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fragColor = v_color;
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})");
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline(&descriptor);
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shaderData.resize(10000);
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for (auto& data : shaderData) {
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data.scale = RandomFloat(0.2f, 0.4f);
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data.time = 0.0;
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data.offsetX = RandomFloat(-0.9f, 0.9f);
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data.offsetY = RandomFloat(-0.9f, 0.9f);
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data.scalar = RandomFloat(0.5f, 2.0f);
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data.scalarOffset = RandomFloat(0.0f, 10.0f);
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}
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}
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void frame() {
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dawn::Texture backbuffer;
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dawn::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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static int f = 0;
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f++;
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size_t i = 0;
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass);
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pass.SetPipeline(pipeline);
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for (int k = 0; k < 10000; k++) {
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shaderData[i].time = f / 60.0f;
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pass.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]));
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pass.Draw(3, 1, 0, 0);
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i++;
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}
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pass.EndPass();
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}
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dawn::CommandBuffer commands = encoder.Finish();
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queue.Submit(1, &commands);
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swapchain.Present(backbuffer);
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DoFlush();
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fprintf(stderr, "frame %i\n", f);
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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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frame();
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utils::USleep(16000);
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}
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// TODO release stuff
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}
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