dawn-cmake/examples/RenderToTexture.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

228 lines
7.7 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 <vector>
nxt::Device device;
nxt::Buffer vertexBuffer;
nxt::Buffer vertexBufferQuad;
nxt::Texture renderTarget;
nxt::TextureView renderTargetView;
nxt::Sampler samplerPost;
nxt::Queue queue;
nxt::SwapChain swapchain;
nxt::RenderPipeline pipeline;
nxt::RenderPipeline pipelinePost;
nxt::BindGroup bindGroup;
nxt::RenderPass renderpass;
void initBuffers() {
static const float vertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f,
};
vertexBuffer = utils::CreateFrozenBufferFromData(device, vertexData, sizeof(vertexData), nxt::BufferUsageBit::Vertex);
static const float vertexDataQuad[24] = {
-1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f,
};
vertexBufferQuad = utils::CreateFrozenBufferFromData(device, vertexDataQuad, sizeof(vertexDataQuad), nxt::BufferUsageBit::Vertex);
}
void initTextures() {
renderTarget = device.CreateTextureBuilder()
.SetDimension(nxt::TextureDimension::e2D)
.SetExtent(640, 480, 1)
.SetFormat(nxt::TextureFormat::R8G8B8A8Unorm)
.SetMipLevels(1)
.SetAllowedUsage(nxt::TextureUsageBit::OutputAttachment | nxt::TextureUsageBit::Sampled)
.SetInitialUsage(nxt::TextureUsageBit::OutputAttachment)
.GetResult();
renderTargetView = renderTarget.CreateTextureViewBuilder().GetResult();
samplerPost = device.CreateSamplerBuilder()
.SetFilterMode(nxt::FilterMode::Linear, nxt::FilterMode::Linear, nxt::FilterMode::Linear)
.GetResult();
}
void initRenderPass() {
renderpass = device.CreateRenderPassBuilder()
.SetAttachmentCount(2)
.AttachmentSetFormat(0, nxt::TextureFormat::R8G8B8A8Unorm)
.AttachmentSetFormat(1, nxt::TextureFormat::R8G8B8A8Unorm)
.SetSubpassCount(2)
// subpass 0
.SubpassSetColorAttachment(0, 0, 0) // -> render target
// subpass 1
.SubpassSetColorAttachment(1, 0, 1) // -> back buffer
.GetResult();
}
void initPipeline() {
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})"
);
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
pipeline = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 0)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void initPipelinePost() {
nxt::ShaderModule vsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler samp;
layout(set = 0, binding = 1) uniform texture2D tex;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(tex, samp), gl_FragCoord.xy / vec2(640.0, 480.0)) + vec4(0.0, 0.0, 0.5, 0.0);
})"
);
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), nxt::InputStepMode::Vertex)
.GetResult();
nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::Sampler, 0, 1)
.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::SampledTexture, 1, 1)
.GetResult();
nxt::PipelineLayout pl = device.CreatePipelineLayoutBuilder()
.SetBindGroupLayout(0, bgl)
.GetResult();
pipelinePost = device.CreateRenderPipelineBuilder()
.SetSubpass(renderpass, 1)
.SetLayout(pl)
.SetStage(nxt::ShaderStage::Vertex, vsModule, "main")
.SetStage(nxt::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetUsage(nxt::BindGroupUsage::Frozen)
.SetSamplers(0, 1, &samplerPost)
.SetTextureViews(1, 1, &renderTargetView)
.GetResult();
}
void init() {
device = CreateCppNXTDevice();
queue = device.CreateQueueBuilder().GetResult();
swapchain = GetSwapChain(device);
swapchain.Configure(nxt::TextureFormat::R8G8B8A8Unorm, nxt::TextureUsageBit::OutputAttachment, nxt::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
initTextures();
initRenderPass();
initPipeline();
initPipelinePost();
}
void frame() {
nxt::Texture backbuffer = swapchain.GetNextTexture();
auto backbufferView = backbuffer.CreateTextureViewBuilder().GetResult();
auto framebuffer = device.CreateFramebufferBuilder()
.SetRenderPass(renderpass)
.SetDimensions(640, 480)
.SetAttachment(0, renderTargetView)
.SetAttachment(1, backbufferView)
.GetResult();
static const uint32_t vertexBufferOffsets[1] = {0};
nxt::CommandBuffer commands = device.CreateCommandBufferBuilder()
.BeginRenderPass(renderpass, framebuffer)
.BeginRenderSubpass()
// renderTarget implicitly locked to to Attachment usage (if not already frozen)
.SetRenderPipeline(pipeline)
.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets)
.DrawArrays(3, 1, 0, 0)
.EndRenderSubpass()
// renderTarget usage unlocked, but left in Attachment usage
.BeginRenderSubpass()
.SetRenderPipeline(pipelinePost)
.SetVertexBuffers(0, 1, &vertexBufferQuad, vertexBufferOffsets)
.TransitionTextureUsage(renderTarget, nxt::TextureUsageBit::Sampled)
.SetBindGroup(0, bindGroup)
.DrawArrays(6, 1, 0, 0)
.EndRenderSubpass()
.EndRenderPass()
.GetResult();
queue.Submit(1, &commands);
backbuffer.TransitionUsage(nxt::TextureUsageBit::Present);
swapchain.Present(backbuffer);
DoFlush();
}
int main(int argc, const char* argv[]) {
if (!InitSample(argc, argv)) {
return 1;
}
init();
while (!ShouldQuit()) {
frame();
utils::USleep(16000);
}
// TODO release stuff
}