dawn-cmake/examples/CppHelloTriangle.cpp
Corentin Wallez 82fbccbd78 Introduce [Render|Compute]PassEncoder.
This splits off part of CommandBufferBuilder in separate
RenderPassEncoder and ComputePassEncoder objects. To match the WebGPU
IDL and factor some code, both these encoders inherit from
ProgrammablePassEncoder.

These encoders are pure frontend objects and record into the
CommandBufferBuilder command allocator objects, so no changes to the
backends were needed.

Error handling is still ew, because the "builder" mechanism we had
doesn't allow for "split builders". Nicer error handling will have to
wait on Dawn matching WebGPU.

All the tests and samples were updated to the new structure.

BUG=dawn:5

Change-Id: I5f5d4ad866e2c07fedd1ba7a122258c6610941f1
Reviewed-on: https://dawn-review.googlesource.com/1543
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2018-09-21 00:24:37 +00:00

184 lines
5.9 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/DawnHelpers.h"
#include "utils/SystemUtils.h"
#include <vector>
dawn::Device device;
dawn::Buffer indexBuffer;
dawn::Buffer vertexBuffer;
dawn::Texture texture;
dawn::Sampler sampler;
dawn::Queue queue;
dawn::SwapChain swapchain;
dawn::TextureView depthStencilView;
dawn::RenderPipeline pipeline;
dawn::BindGroup bindGroup;
void initBuffers() {
static const uint32_t indexData[3] = {
0, 1, 2,
};
indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index);
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::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
}
void initTextures() {
dawn::TextureDescriptor descriptor;
descriptor.dimension = dawn::TextureDimension::e2D;
descriptor.size.width = 1024;
descriptor.size.height = 1024;
descriptor.size.depth = 1;
descriptor.arrayLayer = 1;
descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
descriptor.mipLevel = 1;
descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
texture = device.CreateTexture(&descriptor);
dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
sampler = device.CreateSampler(&samplerDesc);
// Initialize the texture with arbitrary data until we can load images
std::vector<uint8_t> data(4 * 1024 * 1024, 0);
for (size_t i = 0; i < data.size(); ++i) {
data[i] = static_cast<uint8_t>(i % 253);
}
dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsageBit::TransferSrc);
dawn::CommandBuffer copy = device.CreateCommandBufferBuilder()
.CopyBufferToTexture(stagingBuffer, 0, 0, texture, 0, 0, 0, 1024, 1024, 1, 0, 0)
.GetResult();
queue.Submit(1, &copy);
}
void init() {
device = CreateCppDawnDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
dawn::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
initTextures();
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec4 pos;
void main() {
gl_Position = pos;
})"
);
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(set = 0, binding = 0) uniform sampler mySampler;
layout(set = 0, binding = 1) uniform texture2D myTexture;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
})");
auto inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0)
.SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
.GetResult();
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
{1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
});
dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
depthStencilView = CreateDefaultDepthStencilView(device);
pipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetLayout(pl)
.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.SetIndexFormat(dawn::IndexFormat::Uint32)
.SetInputState(inputState)
.GetResult();
dawn::TextureView view = texture.CreateDefaultTextureView();
bindGroup = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetSamplers(0, 1, &sampler)
.SetTextureViews(1, 1, &view)
.GetResult();
}
struct {uint32_t a; float b;} s;
void frame() {
s.a = (s.a + 1) % 256;
s.b += 0.02f;
if (s.b >= 1.0f) {s.b = 0.0f;}
dawn::Texture backbuffer;
dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
static const uint32_t vertexBufferOffsets[1] = {0};
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
pass.SetRenderPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
pass.SetIndexBuffer(indexBuffer, 0);
pass.DrawElements(3, 1, 0, 0);
pass.EndPass();
}
dawn::CommandBuffer commands = builder.GetResult();
queue.Submit(1, &commands);
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
}