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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>
189 lines
6.2 KiB
C++
189 lines
6.2 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/SystemUtils.h"
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#include "utils/WGPUHelpers.h"
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#include <vector>
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wgpu::Device device;
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wgpu::Buffer indexBuffer;
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wgpu::Buffer vertexBuffer;
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wgpu::Texture texture;
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wgpu::Sampler sampler;
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wgpu::Queue queue;
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wgpu::SwapChain swapchain;
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wgpu::TextureView depthStencilView;
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wgpu::RenderPipeline pipeline;
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wgpu::BindGroup bindGroup;
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void initBuffers() {
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static const uint32_t indexData[3] = {
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0, 1, 2,
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};
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indexBuffer =
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utils::CreateBufferFromData(device, indexData, sizeof(indexData), wgpu::BufferUsage::Index);
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static const float vertexData[12] = {
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0.0f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 1.0f,
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};
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vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
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wgpu::BufferUsage::Vertex);
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}
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void initTextures() {
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wgpu::TextureDescriptor descriptor;
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descriptor.dimension = wgpu::TextureDimension::e2D;
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descriptor.size.width = 1024;
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descriptor.size.height = 1024;
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descriptor.size.depth = 1;
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descriptor.arrayLayerCount = 1;
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descriptor.sampleCount = 1;
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descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
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descriptor.mipLevelCount = 1;
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descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::Sampled;
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texture = device.CreateTexture(&descriptor);
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wgpu::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
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sampler = device.CreateSampler(&samplerDesc);
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// Initialize the texture with arbitrary data until we can load images
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std::vector<uint8_t> data(4 * 1024 * 1024, 0);
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for (size_t i = 0; i < data.size(); ++i) {
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data[i] = static_cast<uint8_t>(i % 253);
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}
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wgpu::Buffer stagingBuffer = utils::CreateBufferFromData(
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device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
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wgpu::BufferCopyView bufferCopyView = utils::CreateBufferCopyView(stagingBuffer, 0, 0, 0);
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wgpu::TextureCopyView textureCopyView = utils::CreateTextureCopyView(texture, 0, 0, {0, 0, 0});
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wgpu::Extent3D copySize = {1024, 1024, 1};
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wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
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encoder.CopyBufferToTexture(&bufferCopyView, &textureCopyView, ©Size);
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wgpu::CommandBuffer copy = encoder.Finish();
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queue.Submit(1, ©);
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}
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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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initBuffers();
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initTextures();
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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(location = 0) in vec4 pos;
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void main() {
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gl_Position = pos;
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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(set = 0, binding = 0) uniform sampler mySampler;
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layout(set = 0, binding = 1) uniform texture2D myTexture;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
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})");
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, wgpu::ShaderStage::Fragment, wgpu::BindingType::Sampler},
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{1, wgpu::ShaderStage::Fragment, wgpu::BindingType::SampledTexture},
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});
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wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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depthStencilView = CreateDefaultDepthStencilView(device);
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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.cVertexState.vertexBufferCount = 1;
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descriptor.cVertexState.cVertexBuffers[0].arrayStride = 4 * sizeof(float);
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descriptor.cVertexState.cVertexBuffers[0].attributeCount = 1;
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descriptor.cVertexState.cAttributes[0].format = wgpu::VertexFormat::Float4;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = wgpu::TextureFormat::Depth24PlusStencil8;
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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pipeline = device.CreateRenderPipeline(&descriptor);
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wgpu::TextureView view = texture.CreateView();
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bindGroup = utils::MakeBindGroup(device, bgl, {
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{0, sampler},
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{1, view}
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});
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}
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struct {uint32_t a; float b;} s;
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void frame() {
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s.a = (s.a + 1) % 256;
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s.b += 0.02f;
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if (s.b >= 1.0f) {s.b = 0.0f;}
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wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
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utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
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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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pass.SetBindGroup(0, bindGroup);
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pass.SetVertexBuffer(0, vertexBuffer);
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pass.SetIndexBuffer(indexBuffer);
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pass.DrawIndexed(3);
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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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}
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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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