dawn-cmake/examples/Animometer.cpp
Yan, Shaobo 300eec0f82 Rename SetRenderPipeline and SetComputePipeline to SetPipeline
To match the WebGPU idl, SetRenderPipeline and SetComputePipeline need to change
the name to SetPipeline.

This patch just rename these two APIs

BUG=dawn:52

Change-Id: I2545c94158ebd051027a018650bf760a25845d73
Reviewed-on: https://dawn-review.googlesource.com/c/3480
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
Commit-Queue: Shaobo Yan <shaobo.yan@intel.com>
2018-12-21 10:40:26 +00:00

179 lines
5.2 KiB
C++

// Copyright 2017 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.
#include "SampleUtils.h"
#include "utils/ComboRenderPipelineDescriptor.h"
#include "utils/DawnHelpers.h"
#include "utils/SystemUtils.h"
#include <cstdlib>
#include <cstdio>
#include <vector>
dawn::Device device;
dawn::Queue queue;
dawn::SwapChain swapchain;
dawn::TextureView depthStencilView;
dawn::RenderPipeline pipeline;
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 = CreateCppDawnDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
dawn::TextureUsageBit::OutputAttachment, 640, 480);
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::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);
})"
);
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec4 v_color;
void main() {
fragColor = v_color;
})");
depthStencilView = CreateDefaultDepthStencilView(device);
utils::ComboRenderPipelineDescriptor descriptor(device);
descriptor.cVertexStage.module = vsModule;
descriptor.cFragmentStage.module = fsModule;
descriptor.cAttachmentsState.hasDepthStencilAttachment = true;
descriptor.cDepthStencilAttachment.format = dawn::TextureFormat::D32FloatS8Uint;
descriptor.cColorAttachments[0].format =
GetPreferredSwapChainTextureFormat();
pipeline = device.CreateRenderPipeline(&descriptor);
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() {
dawn::Texture backbuffer;
dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
static int f = 0;
f++;
size_t i = 0;
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
pass.SetPipeline(pipeline);
for (int k = 0; k < 10000; k++) {
shaderData[i].time = f / 60.0f;
pass.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i]));
pass.Draw(3, 1, 0, 0);
i++;
}
pass.EndPass();
}
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
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
}