dawn-cmake/examples/ManualSwapChainTest.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

363 lines
12 KiB
C++

// Copyright 2020 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.
// This is an example to manually test swapchain code. Controls are the following, scoped to the
// currently focused window:
// - W: creates a new window.
// - L: Latches the current swapchain, to check what happens when the window changes but not the
// swapchain.
// - R: switches the rendering mode, between "The Red Triangle" and color-cycling clears that's
// (WARNING) likely seizure inducing.
// - D: cycles the divisor for the swapchain size.
// - P: switches present modes.
//
// Closing all the windows exits the example. ^C also works.
//
// Things to test manually:
//
// - Basic tests (with the triangle render mode):
// - Check the triangle is red on a black background and with the pointy side up.
// - Cycle render modes a bunch and check that the triangle background is always solid black.
// - Check that rendering triangles to multiple windows works.
//
// - Present mode single-window tests (with cycling color render mode):
// - Check that Fifo cycles at about 1 cycle per second and has no tearing.
// - Check that Mailbox cycles faster than Fifo and has no tearing.
// - Check that Immediate cycles faster than Fifo, it is allowed to have tearing. (dragging
// between two monitors can help see tearing)
//
// - Present mode multi-window tests, it should have the same results as single-window tests when
// all windows are in the same present mode. In mixed present modes only Immediate windows are
// allowed to tear.
//
// - Resizing tests (with the triangle render mode):
// - Check that cycling divisors on the triangle produces lower and lower resolution triangles.
// - Check latching the swapchain config and resizing the window a bunch (smaller, bigger, and
// diagonal aspect ratio).
//
// - Config change tests:
// - Check that cycling between present modes works.
// - TODO can't be tested yet: check cycling the same window over multiple devices.
// - TODO can't be tested yet: check cycling the same window over multiple formats.
#include "common/Assert.h"
#include "common/Log.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/GLFWUtils.h"
#include "utils/WGPUHelpers.h"
#include <dawn/dawn_proc.h>
#include <dawn/webgpu_cpp.h>
#include <dawn_native/DawnNative.h>
#include "GLFW/glfw3.h"
#include <memory>
#include <unordered_map>
struct WindowData {
GLFWwindow* window = nullptr;
uint64_t serial = 0;
float clearCycle = 1.0f;
bool latched = false;
bool renderTriangle = true;
uint32_t divisor = 1;
wgpu::Surface surface = nullptr;
wgpu::SwapChain swapchain = nullptr;
wgpu::SwapChainDescriptor currentDesc;
wgpu::SwapChainDescriptor targetDesc;
};
static std::unordered_map<GLFWwindow*, std::unique_ptr<WindowData>> windows;
static uint64_t windowSerial = 0;
static std::unique_ptr<dawn_native::Instance> instance;
static wgpu::Device device;
static wgpu::Queue queue;
static wgpu::RenderPipeline trianglePipeline;
bool IsSameDescriptor(const wgpu::SwapChainDescriptor& a, const wgpu::SwapChainDescriptor& b) {
return a.usage == b.usage && a.format == b.format && a.width == b.width &&
a.height == b.height && a.presentMode == b.presentMode;
}
void OnKeyPress(GLFWwindow* window, int key, int, int action, int);
void SyncFromWindow(WindowData* data) {
int width;
int height;
glfwGetFramebufferSize(data->window, &width, &height);
data->targetDesc.width = std::max(1u, width / data->divisor);
data->targetDesc.height = std::max(1u, height / data->divisor);
}
void AddWindow() {
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(400, 400, "", nullptr, nullptr);
glfwSetKeyCallback(window, OnKeyPress);
wgpu::SwapChainDescriptor descriptor;
descriptor.usage = wgpu::TextureUsage::OutputAttachment;
descriptor.format = wgpu::TextureFormat::BGRA8Unorm;
descriptor.width = 0;
descriptor.height = 0;
descriptor.presentMode = wgpu::PresentMode::Fifo;
std::unique_ptr<WindowData> data = std::make_unique<WindowData>();
data->window = window;
data->serial = windowSerial++;
data->surface = utils::CreateSurfaceForWindow(instance->Get(), window);
data->currentDesc = descriptor;
data->targetDesc = descriptor;
SyncFromWindow(data.get());
windows[window] = std::move(data);
}
void DoRender(WindowData* data) {
wgpu::TextureView view = data->swapchain.GetCurrentTextureView();
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
if (data->renderTriangle) {
utils::ComboRenderPassDescriptor desc({view});
// Use Load to check the swapchain is lazy cleared (we shouldn't see garbage from previous
// frames).
desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Load;
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc);
pass.SetPipeline(trianglePipeline);
pass.Draw(3);
pass.EndPass();
} else {
data->clearCycle -= 1.0 / 60.f;
if (data->clearCycle < 0.0) {
data->clearCycle = 1.0f;
}
utils::ComboRenderPassDescriptor desc({view});
desc.cColorAttachments[0].loadOp = wgpu::LoadOp::Clear;
desc.cColorAttachments[0].clearColor = {data->clearCycle, 1.0f - data->clearCycle, 0.0f, 1.0f};
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&desc);
pass.EndPass();
}
wgpu::CommandBuffer commands = encoder.Finish();
queue.Submit(1, &commands);
data->swapchain.Present();
}
std::ostream& operator<<(std::ostream& o, const wgpu::SwapChainDescriptor& desc) {
// For now only output attachment is possible.
ASSERT(desc.usage == wgpu::TextureUsage::OutputAttachment);
o << "OutputAttachment ";
o << desc.width << "x" << desc.height << " ";
// For now only BGRA is allowed
ASSERT(desc.format == wgpu::TextureFormat::BGRA8Unorm);
o << "BGRA8Unorm ";
switch (desc.presentMode) {
case wgpu::PresentMode::Immediate:
o << "Immediate";
break;
case wgpu::PresentMode::Fifo:
o << "Fifo";
break;
case wgpu::PresentMode::Mailbox:
o << "Mailbox";
break;
}
return o;
}
void UpdateTitle(WindowData* data) {
std::ostringstream o;
o << data->serial << " ";
if (data->divisor != 1) {
o << "Divisor:" << data->divisor << " ";
}
if (data->latched) {
o << "Latched: (" << data->currentDesc << ") ";
o << "Target: (" << data->targetDesc << ")";
} else {
o << "(" << data->currentDesc << ")";
}
glfwSetWindowTitle(data->window, o.str().c_str());
}
void OnKeyPress(GLFWwindow* window, int key, int, int action, int) {
if (action != GLFW_PRESS) {
return;
}
ASSERT(windows.count(window) == 1);
WindowData* data = windows[window].get();
switch (key) {
case GLFW_KEY_W:
AddWindow();
break;
case GLFW_KEY_L:
data->latched = !data->latched;
UpdateTitle(data);
break;
case GLFW_KEY_R:
data->renderTriangle = !data->renderTriangle;
UpdateTitle(data);
break;
case GLFW_KEY_D:
data->divisor *= 2;
if (data->divisor > 32) {
data->divisor = 1;
}
break;
case GLFW_KEY_P:
switch (data->targetDesc.presentMode) {
case wgpu::PresentMode::Immediate:
data->targetDesc.presentMode = wgpu::PresentMode::Fifo;
break;
case wgpu::PresentMode::Fifo:
data->targetDesc.presentMode = wgpu::PresentMode::Mailbox;
break;
case wgpu::PresentMode::Mailbox:
data->targetDesc.presentMode = wgpu::PresentMode::Immediate;
break;
}
break;
default:
break;
}
}
int main(int argc, const char* argv[]) {
// Setup GLFW
glfwSetErrorCallback([](int code, const char* message) {
dawn::ErrorLog() << "GLFW error " << code << " " << message;
});
if (!glfwInit()) {
return 1;
}
// Choose an adapter we like.
// TODO: allow switching the window between devices.
DawnProcTable procs = dawn_native::GetProcs();
dawnProcSetProcs(&procs);
instance = std::make_unique<dawn_native::Instance>();
instance->DiscoverDefaultAdapters();
std::vector<dawn_native::Adapter> adapters = instance->GetAdapters();
dawn_native::Adapter chosenAdapter;
for (dawn_native::Adapter& adapter : adapters) {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
if (properties.backendType != wgpu::BackendType::Null) {
chosenAdapter = adapter;
break;
}
}
ASSERT(chosenAdapter);
// Setup the device on that adapter.
device = wgpu::Device::Acquire(chosenAdapter.CreateDevice());
device.SetUncapturedErrorCallback(
[](WGPUErrorType errorType, const char* message, void*) {
const char* errorTypeName = "";
switch (errorType) {
case WGPUErrorType_Validation:
errorTypeName = "Validation";
break;
case WGPUErrorType_OutOfMemory:
errorTypeName = "Out of memory";
break;
case WGPUErrorType_Unknown:
errorTypeName = "Unknown";
break;
case WGPUErrorType_DeviceLost:
errorTypeName = "Device lost";
break;
default:
UNREACHABLE();
return;
}
dawn::ErrorLog() << errorTypeName << " error: " << message;
},
nullptr);
queue = device.GetDefaultQueue();
// The hacky pipeline to render a triangle.
utils::ComboRenderPipelineDescriptor pipelineDesc(device);
pipelineDesc.vertexStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Vertex, R"(
#version 450
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
void main() {
gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);
})");
pipelineDesc.cFragmentStage.module =
utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
})");
pipelineDesc.colorStateCount = 1;
// BGRA shouldn't be hardcoded. Consider having a map[format -> pipeline].
pipelineDesc.cColorStates[0].format = wgpu::TextureFormat::BGRA8Unorm;
trianglePipeline = device.CreateRenderPipeline(&pipelineDesc);
// Craete the first window, since the example exits when there are no windows.
AddWindow();
while (windows.size() != 0) {
glfwPollEvents();
for (auto it = windows.begin(); it != windows.end();) {
GLFWwindow* window = it->first;
if (glfwWindowShouldClose(window)) {
glfwDestroyWindow(window);
it = windows.erase(it);
} else {
it++;
}
}
for (auto& it : windows) {
WindowData* data = it.second.get();
SyncFromWindow(data);
if (!IsSameDescriptor(data->currentDesc, data->targetDesc) && !data->latched) {
data->swapchain = device.CreateSwapChain(data->surface, &data->targetDesc);
data->currentDesc = data->targetDesc;
}
UpdateTitle(data);
DoRender(data);
}
}
}