dawn-cmake/examples/Animometer.cpp
Corentin Wallez 604072bc2e Make the SwapChain interface match webgpu.h
This changes the methods of Dawn's SwapChain to match webgpu.h, namely
Present() now doesn't take arguments, and GetNextTexture() is replaced
with GetCurrentTextureView().

BUG=dawn:269

Change-Id: Ia0debefb170caf799c3310b1dad5535c4c5f59ca
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/13441
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Austin Eng <enga@chromium.org>
2019-11-12 18:30:11 +00:00

190 lines
5.7 KiB
C++

// 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/SystemUtils.h"
#include "utils/WGPUHelpers.h"
#include <cstdlib>
#include <cstdio>
#include <vector>
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(kMinDynamicBufferOffsetAlignment) ShaderData {
float scale;
float time;
float offsetX;
float offsetY;
float scalar;
float scalarOffset;
};
static std::vector<ShaderData> shaderData;
void init() {
device = CreateCppDawnDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment,
640, 480);
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(std140, set = 0, binding = 0) uniform Constants {
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);
})");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec4 v_color;
void main() {
fragColor = v_color;
})");
wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer, true}});
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.cColorStates[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;
}
ubo.SetSubData(0, kNumTriangles * sizeof(ShaderData), shaderData.data());
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, 1, 0, 0);
}
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()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}