dawn-cmake/examples/ComputeBoids.cpp
Corentin Wallez 8a437947a8 Introduce Device::GetDefaultQueue and deprecate CreateQueue
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>
2020-04-17 16:45:17 +00:00

326 lines
11 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 <array>
#include <cstring>
#include <random>
#include <glm/glm.hpp>
wgpu::Device device;
wgpu::Queue queue;
wgpu::SwapChain swapchain;
wgpu::TextureView depthStencilView;
wgpu::Buffer modelBuffer;
std::array<wgpu::Buffer, 2> particleBuffers;
wgpu::RenderPipeline renderPipeline;
wgpu::Buffer updateParams;
wgpu::ComputePipeline updatePipeline;
std::array<wgpu::BindGroup, 2> updateBGs;
size_t pingpong = 0;
static const uint32_t kNumParticles = 1000;
struct Particle {
glm::vec2 pos;
glm::vec2 vel;
};
struct SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
};
void initBuffers() {
glm::vec2 model[3] = {
{-0.01, -0.02},
{0.01, -0.02},
{0.00, 0.02},
};
modelBuffer =
utils::CreateBufferFromData(device, model, sizeof(model), wgpu::BufferUsage::Vertex);
SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles };
updateParams =
utils::CreateBufferFromData(device, &params, sizeof(params), wgpu::BufferUsage::Uniform);
std::vector<Particle> initialParticles(kNumParticles);
{
std::mt19937 generator;
std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
for (auto& p : initialParticles)
{
p.pos = glm::vec2(dist(generator), dist(generator));
p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
}
}
for (size_t i = 0; i < 2; i++) {
wgpu::BufferDescriptor descriptor;
descriptor.size = sizeof(Particle) * kNumParticles;
descriptor.usage =
wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage;
particleBuffers[i] = device.CreateBuffer(&descriptor);
particleBuffers[i].SetSubData(0,
sizeof(Particle) * kNumParticles,
reinterpret_cast<uint8_t*>(initialParticles.data()));
}
}
void initRender() {
wgpu::ShaderModule vsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec2 a_particlePos;
layout(location = 1) in vec2 a_particleVel;
layout(location = 2) in vec2 a_pos;
void main() {
float angle = -atan(a_particleVel.x, a_particleVel.y);
vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle),
a_pos.x * sin(angle) + a_pos.y * cos(angle));
gl_Position = vec4(pos + a_particlePos, 0, 1);
}
)");
wgpu::ShaderModule fsModule =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)");
depthStencilView = CreateDefaultDepthStencilView(device);
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.vertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.cVertexState.vertexBufferCount = 2;
descriptor.cVertexState.cVertexBuffers[0].arrayStride = sizeof(Particle);
descriptor.cVertexState.cVertexBuffers[0].stepMode = wgpu::InputStepMode::Instance;
descriptor.cVertexState.cVertexBuffers[0].attributeCount = 2;
descriptor.cVertexState.cAttributes[0].offset = offsetof(Particle, pos);
descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float2;
descriptor.cVertexState.cAttributes[1].shaderLocation = 1;
descriptor.cVertexState.cAttributes[1].offset = offsetof(Particle, vel);
descriptor.cVertexState.cAttributes[1].format = wgpu::VertexFormat::Float2;
descriptor.cVertexState.cVertexBuffers[1].arrayStride = sizeof(glm::vec2);
descriptor.cVertexState.cVertexBuffers[1].attributeCount = 1;
descriptor.cVertexState.cVertexBuffers[1].attributes = &descriptor.cVertexState.cAttributes[2];
descriptor.cVertexState.cAttributes[2].shaderLocation = 2;
descriptor.cVertexState.cAttributes[2].format = wgpu::VertexFormat::Float2;
descriptor.depthStencilState = &descriptor.cDepthStencilState;
descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
renderPipeline = device.CreateRenderPipeline(&descriptor);
}
void initSim() {
wgpu::ShaderModule module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Compute, R"(
#version 450
struct Particle {
vec2 pos;
vec2 vel;
};
layout(std140, set = 0, binding = 0) uniform SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
} params;
layout(std140, set = 0, binding = 1) buffer ParticlesA {
Particle particles[1000];
} particlesA;
layout(std140, set = 0, binding = 2) buffer ParticlesB {
Particle particles[1000];
} particlesB;
void main() {
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
uint index = gl_GlobalInvocationID.x;
if (index >= params.particleCount) { return; }
vec2 vPos = particlesA.particles[index].pos;
vec2 vVel = particlesA.particles[index].vel;
vec2 cMass = vec2(0.0, 0.0);
vec2 cVel = vec2(0.0, 0.0);
vec2 colVel = vec2(0.0, 0.0);
int cMassCount = 0;
int cVelCount = 0;
vec2 pos;
vec2 vel;
for (int i = 0; i < params.particleCount; ++i) {
if (i == index) { continue; }
pos = particlesA.particles[i].pos.xy;
vel = particlesA.particles[i].vel.xy;
if (distance(pos, vPos) < params.rule1Distance) {
cMass += pos;
cMassCount++;
}
if (distance(pos, vPos) < params.rule2Distance) {
colVel -= (pos - vPos);
}
if (distance(pos, vPos) < params.rule3Distance) {
cVel += vel;
cVelCount++;
}
}
if (cMassCount > 0) {
cMass = cMass / cMassCount - vPos;
}
if (cVelCount > 0) {
cVel = cVel / cVelCount;
}
vVel += cMass * params.rule1Scale + colVel * params.rule2Scale + cVel * params.rule3Scale;
// clamp velocity for a more pleasing simulation.
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
// kinematic update
vPos += vVel * params.deltaT;
// Wrap around boundary
if (vPos.x < -1.0) vPos.x = 1.0;
if (vPos.x > 1.0) vPos.x = -1.0;
if (vPos.y < -1.0) vPos.y = 1.0;
if (vPos.y > 1.0) vPos.y = -1.0;
particlesB.particles[index].pos = vPos;
// Write back
particlesB.particles[index].vel = vVel;
}
)");
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Compute, wgpu::BindingType::UniformBuffer},
{1, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
{2, wgpu::ShaderStage::Compute, wgpu::BindingType::StorageBuffer},
});
wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
wgpu::ComputePipelineDescriptor csDesc;
csDesc.layout = pl;
csDesc.computeStage.module = module;
csDesc.computeStage.entryPoint = "main";
updatePipeline = device.CreateComputePipeline(&csDesc);
for (uint32_t i = 0; i < 2; ++i) {
updateBGs[i] = utils::MakeBindGroup(device, bgl, {
{0, updateParams, 0, sizeof(SimParams)},
{1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)},
{2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)},
});
}
}
wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i) {
auto& bufferDst = particleBuffers[(i + 1) % 2];
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
pass.SetPipeline(updatePipeline);
pass.SetBindGroup(0, updateBGs[i]);
pass.Dispatch(kNumParticles);
pass.EndPass();
}
{
utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(renderPipeline);
pass.SetVertexBuffer(0, bufferDst);
pass.SetVertexBuffer(1, modelBuffer);
pass.Draw(3, kNumParticles);
pass.EndPass();
}
return encoder.Finish();
}
void init() {
device = CreateCppDawnDevice();
queue = device.GetDefaultQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::OutputAttachment,
640, 480);
initBuffers();
initRender();
initSim();
}
void frame() {
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
wgpu::CommandBuffer commandBuffer = createCommandBuffer(backbufferView, pingpong);
queue.Submit(1, &commandBuffer);
swapchain.Present();
DoFlush();
pingpong = (pingpong + 1) % 2;
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}