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CommandEncoder is the replacement for CommandBufferBuilder. This commit adds the dawn.json definition for it and an initial implementation that wraps CommandBufferBuilder. This is done so that the code can be ported to CommandEncoder gradually, otherwise the commit would be too big and would risk many merge conflicts. This converts all samples and end2end tests to use CommandEncoder. BUG=dawn:8 Change-Id: If4ce86e6fb39ba4e0c2af6328d40e63be17d18c1 Reviewed-on: https://dawn-review.googlesource.com/c/4741 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
344 lines
11 KiB
C++
344 lines
11 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/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include <array>
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#include <cstring>
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#include <random>
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#include <glm/glm.hpp>
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dawn::Device device;
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::Buffer modelBuffer;
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std::array<dawn::Buffer, 2> particleBuffers;
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dawn::RenderPipeline renderPipeline;
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dawn::Buffer updateParams;
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dawn::ComputePipeline updatePipeline;
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std::array<dawn::BindGroup, 2> updateBGs;
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size_t pingpong = 0;
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static const uint32_t kNumParticles = 1000;
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struct Particle {
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glm::vec2 pos;
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glm::vec2 vel;
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};
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struct SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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int particleCount;
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};
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void initBuffers() {
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glm::vec2 model[3] = {
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{-0.01, -0.02},
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{0.01, -0.02},
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{0.00, 0.02},
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};
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modelBuffer = utils::CreateBufferFromData(device, model, sizeof(model), dawn::BufferUsageBit::Vertex);
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SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles };
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updateParams = utils::CreateBufferFromData(device, ¶ms, sizeof(params), dawn::BufferUsageBit::Uniform);
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std::vector<Particle> initialParticles(kNumParticles);
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{
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std::mt19937 generator;
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std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
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for (auto& p : initialParticles)
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{
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p.pos = glm::vec2(dist(generator), dist(generator));
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p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
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}
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}
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for (size_t i = 0; i < 2; i++) {
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dawn::BufferDescriptor descriptor;
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descriptor.size = sizeof(Particle) * kNumParticles;
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descriptor.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Storage;
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particleBuffers[i] = device.CreateBuffer(&descriptor);
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particleBuffers[i].SetSubData(0,
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sizeof(Particle) * kNumParticles,
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reinterpret_cast<uint8_t*>(initialParticles.data()));
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}
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}
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void initRender() {
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec2 a_particlePos;
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layout(location = 1) in vec2 a_particleVel;
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layout(location = 2) in vec2 a_pos;
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void main() {
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float angle = -atan(a_particleVel.x, a_particleVel.y);
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vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle),
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a_pos.x * sin(angle) + a_pos.y * cos(angle));
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gl_Position = vec4(pos + a_particlePos, 0, 1);
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}
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)");
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0);
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}
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)");
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dawn::VertexAttributeDescriptor attribute1;
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attribute1.shaderLocation = 0;
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attribute1.inputSlot = 0;
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attribute1.offset = offsetof(Particle, pos);
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attribute1.format = dawn::VertexFormat::FloatR32G32;
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dawn::VertexAttributeDescriptor attribute2;
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attribute2.shaderLocation = 1;
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attribute2.inputSlot = 0;
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attribute2.offset = offsetof(Particle, vel);
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attribute2.format = dawn::VertexFormat::FloatR32G32;
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dawn::VertexInputDescriptor input1;
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input1.inputSlot = 0;
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input1.stride = sizeof(Particle);
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input1.stepMode = dawn::InputStepMode::Instance;
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dawn::VertexAttributeDescriptor attribute3;
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attribute3.shaderLocation = 2;
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attribute3.inputSlot = 1;
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attribute3.offset = 0;
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attribute3.format = dawn::VertexFormat::FloatR32G32;
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dawn::VertexInputDescriptor input2;
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input2.inputSlot = 1;
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input2.stride = sizeof(glm::vec2);
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input2.stepMode = dawn::InputStepMode::Vertex;
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dawn::InputState inputState = device.CreateInputStateBuilder()
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.SetAttribute(&attribute1)
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.SetAttribute(&attribute2)
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.SetInput(&input1)
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.SetAttribute(&attribute3)
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.SetInput(&input2)
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.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0].format = GetPreferredSwapChainTextureFormat();
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renderPipeline = device.CreateRenderPipeline(&descriptor);
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}
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void initSim() {
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dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
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#version 450
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struct Particle {
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vec2 pos;
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vec2 vel;
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};
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layout(std140, set = 0, binding = 0) uniform SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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int particleCount;
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} params;
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layout(std140, set = 0, binding = 1) buffer ParticlesA {
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Particle particles[1000];
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} particlesA;
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layout(std140, set = 0, binding = 2) buffer ParticlesB {
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Particle particles[1000];
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} particlesB;
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void main() {
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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uint index = gl_GlobalInvocationID.x;
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if (index >= params.particleCount) { return; }
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vec2 vPos = particlesA.particles[index].pos;
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vec2 vVel = particlesA.particles[index].vel;
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vec2 cMass = vec2(0.0, 0.0);
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vec2 cVel = vec2(0.0, 0.0);
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vec2 colVel = vec2(0.0, 0.0);
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int cMassCount = 0;
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int cVelCount = 0;
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vec2 pos;
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vec2 vel;
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for (int i = 0; i < params.particleCount; ++i) {
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if (i == index) { continue; }
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pos = particlesA.particles[i].pos.xy;
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vel = particlesA.particles[i].vel.xy;
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if (distance(pos, vPos) < params.rule1Distance) {
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cMass += pos;
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cMassCount++;
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}
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if (distance(pos, vPos) < params.rule2Distance) {
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colVel -= (pos - vPos);
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}
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if (distance(pos, vPos) < params.rule3Distance) {
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cVel += vel;
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cVelCount++;
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}
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}
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if (cMassCount > 0) {
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cMass = cMass / cMassCount - vPos;
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}
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if (cVelCount > 0) {
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cVel = cVel / cVelCount;
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}
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vVel += cMass * params.rule1Scale + colVel * params.rule2Scale + cVel * params.rule3Scale;
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// clamp velocity for a more pleasing simulation.
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vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
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// kinematic update
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vPos += vVel * params.deltaT;
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// Wrap around boundary
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if (vPos.x < -1.0) vPos.x = 1.0;
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if (vPos.x > 1.0) vPos.x = -1.0;
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if (vPos.y < -1.0) vPos.y = 1.0;
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if (vPos.y > 1.0) vPos.y = -1.0;
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particlesB.particles[index].pos = vPos;
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// Write back
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particlesB.particles[index].vel = vVel;
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}
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)");
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
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{1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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{2, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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});
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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dawn::ComputePipelineDescriptor csDesc;
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csDesc.module = module;
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csDesc.entryPoint = "main";
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csDesc.layout = pl;
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updatePipeline = device.CreateComputePipeline(&csDesc);
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for (uint32_t i = 0; i < 2; ++i) {
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updateBGs[i] = utils::MakeBindGroup(device, bgl, {
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{0, updateParams, 0, sizeof(SimParams)},
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{1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)},
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{2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)},
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});
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}
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}
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dawn::CommandBuffer createCommandBuffer(const dawn::RenderPassDescriptor& renderPass, size_t i) {
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static const uint32_t zeroOffsets[1] = {0};
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auto& bufferDst = particleBuffers[(i + 1) % 2];
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(updatePipeline);
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pass.SetBindGroup(0, updateBGs[i]);
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pass.Dispatch(kNumParticles, 1, 1);
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pass.EndPass();
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}
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{
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass);
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pass.SetPipeline(renderPipeline);
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pass.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets);
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pass.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets);
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pass.Draw(3, kNumParticles, 0, 0);
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pass.EndPass();
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}
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return encoder.Finish();
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}
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void init() {
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device = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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initRender();
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initSim();
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}
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void frame() {
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dawn::Texture backbuffer;
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dawn::RenderPassDescriptor renderPass;
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GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
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dawn::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong);
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queue.Submit(1, &commandBuffer);
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swapchain.Present(backbuffer);
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DoFlush();
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pingpong = (pingpong + 1) % 2;
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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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