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This makes all backends register the default queue at device initialization time, so that the same queue is returned by each call to GetDefaultQueue. All usages of CreateQueue are replaced by GetDefaultQueue except a couple ones that could use the queue initialized by DawnTest::SetUp. A deprecation warning mechanism is added so that users of Dawn can now that they should upgrade their usage of the API. It also comes with a backdoor so we can test that they are emitted. New DeprecatedAPITests are added that will contain tests for deprecated APIs, and will also check that deprecation warnings are produced. The special casing of GetDefaultQueue in the wire will be done in a follow-up CL to ease the review. It happens to work through the regular wire mechanisms at the moment but returns a different object on each GetDefaultQueue call. Bug: dawn:22 Change-Id: I78dc1fa474769674278d30040e8d05c658b88360 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/19724 Reviewed-by: Austin Eng <enga@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
190 lines
5.7 KiB
C++
190 lines
5.7 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/SystemUtils.h"
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#include "utils/WGPUHelpers.h"
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#include <cstdlib>
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#include <cstdio>
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#include <vector>
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wgpu::Device device;
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::RenderPipeline pipeline;
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wgpu::BindGroup bindGroup;
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wgpu::Buffer ubo;
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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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constexpr size_t kNumTriangles = 10000;
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struct alignas(kMinDynamicBufferOffsetAlignment) 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.GetDefaultQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment,
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640, 480);
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wgpu::ShaderModule vsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
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#version 450
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layout(std140, set = 0, binding = 0) uniform Constants {
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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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wgpu::ShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::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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wgpu::BindGroupLayout bgl = utils::MakeBindGroupLayout(
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device, {{0, wgpu::ShaderStage::Vertex, wgpu::BindingType::UniformBuffer, true}});
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.layout = utils::MakeBasicPipelineLayout(device, &bgl);
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descriptor.vertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline(&descriptor);
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shaderData.resize(kNumTriangles);
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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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wgpu::BufferDescriptor bufferDesc;
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bufferDesc.size = kNumTriangles * sizeof(ShaderData);
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bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform;
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ubo = device.CreateBuffer(&bufferDesc);
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bindGroup =
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utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}});
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}
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void frame() {
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wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
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static int f = 0;
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f++;
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for (auto& data : shaderData) {
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data.time = f / 60.0f;
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}
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ubo.SetSubData(0, kNumTriangles * sizeof(ShaderData), shaderData.data());
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utils::ComboRenderPassDescriptor renderPass({backbufferView});
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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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for (size_t i = 0; i < kNumTriangles; i++) {
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uint32_t offset = i * sizeof(ShaderData);
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pass.SetBindGroup(0, bindGroup, 1, &offset);
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pass.Draw(3);
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}
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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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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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