dawn-cmake/examples/Animometer.cpp
Kai Ninomiya ee7b6b1b62 Update SwapChain to configure texture usage
Explicitly configure swap chain usage in bindings and examples

Fix missing case in switch

Make swap chain Present usage implicit

Author: Austin Eng <enga@google.com>
2017-09-15 14:02:02 -07:00

181 lines
5.2 KiB
C++

// Copyright 2017 The NXT 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/NXTHelpers.h"
#include "utils/SystemUtils.h"
#include <cstdlib>
#include <cstdio>
#include <vector>
nxt::Device device;
nxt::Queue queue;
nxt::SwapChain swapchain;
nxt::TextureView depthStencilView;
nxt::RenderPipeline pipeline;
nxt::RenderPass renderpass;
float RandomFloat(float min, float max) {
float zeroOne = rand() / float(RAND_MAX);
return zeroOne * (max - min) + min;
}
struct ShaderData {
float scale;
float time;
float offsetX;
float offsetY;
float scalar;
float scalarOffset;
};
static std::vector<ShaderData> shaderData;
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
swapchain = GetSwapChain(device);
swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, nxt::TextureUsageBit::OutputAttachment, nxt::TextureUsageBit::OutputAttachment, 640, 480);
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(push_constant) uniform ConstantsBlock {
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);
})"
);
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
out vec4 fragColor;
layout(location = 0) in vec4 v_color;
void main() {
fragColor = v_color;
})"
);
renderpass = CreateDefaultRenderPass(device);
depthStencilView = CreateDefaultDepthStencilView(device);
pipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.GetResult();
shaderData.resize(10000);
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);
}
}
void frame() {
nxt::Texture backbuffer;
nxt::Framebuffer framebuffer;
GetNextFramebuffer(device, renderpass, swapchain, depthStencilView, &backbuffer, &framebuffer);
static int f = 0;
f++;
size_t i = 0;
nxt::CommandBuffer commands;
{
nxt::CommandBufferBuilder builder = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
.SetRenderPipeline(pipeline)
.Clone();
for (int k = 0; k < 10000; k++) {
shaderData[i].time = f / 60.0f;
builder.SetPushConstants(nxt::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]))
.DrawArrays(3, 1, 0, 0);
i++;
}
builder.EndRenderSubpass();
builder.EndRenderPass();
commands = builder.GetResult();
}
queue.Submit(1, &commands);
backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
swapchain.Present(backbuffer);
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
}