mirror of
https://github.com/encounter/dawn-cmake.git
synced 2025-05-14 03:11:29 +00:00
Deprecates the computeStage member of the descriptor in favor of compute as described by the spec. In order to support both variants without breaking backwards compatibility some code had to be manually added to the wire client to copy from the deprecated member to the new one and visa versa. Change-Id: I9d5c2fc9c446c927c5792c9af9ed56c90060b65b Bug: dawn:800 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/53884 Commit-Queue: Brandon Jones <bajones@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>
333 lines
11 KiB
C++
333 lines
11 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/SystemUtils.h"
|
|
#include "utils/WGPUHelpers.h"
|
|
|
|
#include <array>
|
|
#include <cstring>
|
|
#include <random>
|
|
|
|
#include <glm/glm.hpp>
|
|
|
|
wgpu::Device device;
|
|
wgpu::Queue queue;
|
|
wgpu::SwapChain swapchain;
|
|
wgpu::TextureView depthStencilView;
|
|
|
|
wgpu::Buffer modelBuffer;
|
|
std::array<wgpu::Buffer, 2> particleBuffers;
|
|
|
|
wgpu::RenderPipeline renderPipeline;
|
|
|
|
wgpu::Buffer updateParams;
|
|
wgpu::ComputePipeline updatePipeline;
|
|
std::array<wgpu::BindGroup, 2> updateBGs;
|
|
|
|
size_t pingpong = 0;
|
|
|
|
static const uint32_t kNumParticles = 1000;
|
|
|
|
struct Particle {
|
|
glm::vec2 pos;
|
|
glm::vec2 vel;
|
|
};
|
|
|
|
struct SimParams {
|
|
float deltaT;
|
|
float rule1Distance;
|
|
float rule2Distance;
|
|
float rule3Distance;
|
|
float rule1Scale;
|
|
float rule2Scale;
|
|
float rule3Scale;
|
|
int particleCount;
|
|
};
|
|
|
|
void initBuffers() {
|
|
glm::vec2 model[3] = {
|
|
{-0.01, -0.02},
|
|
{0.01, -0.02},
|
|
{0.00, 0.02},
|
|
};
|
|
modelBuffer =
|
|
utils::CreateBufferFromData(device, model, sizeof(model), wgpu::BufferUsage::Vertex);
|
|
|
|
SimParams params = {0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles};
|
|
updateParams =
|
|
utils::CreateBufferFromData(device, ¶ms, sizeof(params), wgpu::BufferUsage::Uniform);
|
|
|
|
std::vector<Particle> initialParticles(kNumParticles);
|
|
{
|
|
std::mt19937 generator;
|
|
std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
|
|
for (auto& p : initialParticles) {
|
|
p.pos = glm::vec2(dist(generator), dist(generator));
|
|
p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < 2; i++) {
|
|
wgpu::BufferDescriptor descriptor;
|
|
descriptor.size = sizeof(Particle) * kNumParticles;
|
|
descriptor.usage =
|
|
wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Vertex | wgpu::BufferUsage::Storage;
|
|
particleBuffers[i] = device.CreateBuffer(&descriptor);
|
|
|
|
queue.WriteBuffer(particleBuffers[i], 0,
|
|
reinterpret_cast<uint8_t*>(initialParticles.data()),
|
|
sizeof(Particle) * kNumParticles);
|
|
}
|
|
}
|
|
|
|
void initRender() {
|
|
wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, R"(
|
|
struct VertexIn {
|
|
[[location(0)]] a_particlePos : vec2<f32>;
|
|
[[location(1)]] a_particleVel : vec2<f32>;
|
|
[[location(2)]] a_pos : vec2<f32>;
|
|
};
|
|
|
|
[[stage(vertex)]]
|
|
fn main(input : VertexIn) -> [[builtin(position)]] vec4<f32> {
|
|
var angle : f32 = -atan2(input.a_particleVel.x, input.a_particleVel.y);
|
|
var pos : vec2<f32> = vec2<f32>(
|
|
(input.a_pos.x * cos(angle)) - (input.a_pos.y * sin(angle)),
|
|
(input.a_pos.x * sin(angle)) + (input.a_pos.y * cos(angle)));
|
|
return vec4<f32>(pos + input.a_particlePos, 0.0, 1.0);
|
|
}
|
|
)");
|
|
|
|
wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, R"(
|
|
[[stage(fragment)]]
|
|
fn main() -> [[location(0)]] vec4<f32> {
|
|
return vec4<f32>(1.0, 1.0, 1.0, 1.0);
|
|
}
|
|
)");
|
|
|
|
depthStencilView = CreateDefaultDepthStencilView(device);
|
|
|
|
utils::ComboRenderPipelineDescriptor descriptor;
|
|
|
|
descriptor.vertex.module = vsModule;
|
|
descriptor.vertex.bufferCount = 2;
|
|
descriptor.cBuffers[0].arrayStride = sizeof(Particle);
|
|
descriptor.cBuffers[0].stepMode = wgpu::InputStepMode::Instance;
|
|
descriptor.cBuffers[0].attributeCount = 2;
|
|
descriptor.cAttributes[0].offset = offsetof(Particle, pos);
|
|
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x2;
|
|
descriptor.cAttributes[1].shaderLocation = 1;
|
|
descriptor.cAttributes[1].offset = offsetof(Particle, vel);
|
|
descriptor.cAttributes[1].format = wgpu::VertexFormat::Float32x2;
|
|
descriptor.cBuffers[1].arrayStride = sizeof(glm::vec2);
|
|
descriptor.cBuffers[1].attributeCount = 1;
|
|
descriptor.cBuffers[1].attributes = &descriptor.cAttributes[2];
|
|
descriptor.cAttributes[2].shaderLocation = 2;
|
|
descriptor.cAttributes[2].format = wgpu::VertexFormat::Float32x2;
|
|
|
|
descriptor.cFragment.module = fsModule;
|
|
descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
|
|
descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
|
|
|
|
renderPipeline = device.CreateRenderPipeline(&descriptor);
|
|
}
|
|
|
|
void initSim() {
|
|
wgpu::ShaderModule module = utils::CreateShaderModule(device, R"(
|
|
struct Particle {
|
|
pos : vec2<f32>;
|
|
vel : vec2<f32>;
|
|
};
|
|
[[block]] struct SimParams {
|
|
deltaT : f32;
|
|
rule1Distance : f32;
|
|
rule2Distance : f32;
|
|
rule3Distance : f32;
|
|
rule1Scale : f32;
|
|
rule2Scale : f32;
|
|
rule3Scale : f32;
|
|
particleCount : u32;
|
|
};
|
|
[[block]] struct Particles {
|
|
particles : array<Particle>;
|
|
};
|
|
[[binding(0), group(0)]] var<uniform> params : SimParams;
|
|
[[binding(1), group(0)]] var<storage, read> particlesA : Particles;
|
|
[[binding(2), group(0)]] var<storage, read_write> particlesB : Particles;
|
|
|
|
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
|
|
[[stage(compute)]]
|
|
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
|
|
var index : u32 = GlobalInvocationID.x;
|
|
if (index >= params.particleCount) {
|
|
return;
|
|
}
|
|
var vPos : vec2<f32> = particlesA.particles[index].pos;
|
|
var vVel : vec2<f32> = particlesA.particles[index].vel;
|
|
var cMass : vec2<f32> = vec2<f32>(0.0, 0.0);
|
|
var cVel : vec2<f32> = vec2<f32>(0.0, 0.0);
|
|
var colVel : vec2<f32> = vec2<f32>(0.0, 0.0);
|
|
var cMassCount : u32 = 0u;
|
|
var cVelCount : u32 = 0u;
|
|
var pos : vec2<f32>;
|
|
var vel : vec2<f32>;
|
|
|
|
for (var i : u32 = 0u; i < params.particleCount; i = i + 1u) {
|
|
if (i == index) {
|
|
continue;
|
|
}
|
|
|
|
pos = particlesA.particles[i].pos.xy;
|
|
vel = particlesA.particles[i].vel.xy;
|
|
if (distance(pos, vPos) < params.rule1Distance) {
|
|
cMass = cMass + pos;
|
|
cMassCount = cMassCount + 1u;
|
|
}
|
|
if (distance(pos, vPos) < params.rule2Distance) {
|
|
colVel = colVel - (pos - vPos);
|
|
}
|
|
if (distance(pos, vPos) < params.rule3Distance) {
|
|
cVel = cVel + vel;
|
|
cVelCount = cVelCount + 1u;
|
|
}
|
|
}
|
|
|
|
if (cMassCount > 0u) {
|
|
cMass = (cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos;
|
|
}
|
|
|
|
if (cVelCount > 0u) {
|
|
cVel = cVel / vec2<f32>(f32(cVelCount), f32(cVelCount));
|
|
}
|
|
vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) +
|
|
(cVel * params.rule3Scale);
|
|
|
|
// clamp velocity for a more pleasing simulation
|
|
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
|
|
// kinematic update
|
|
vPos = vPos + (vVel * params.deltaT);
|
|
|
|
// Wrap around boundary
|
|
if (vPos.x < -1.0) {
|
|
vPos.x = 1.0;
|
|
}
|
|
if (vPos.x > 1.0) {
|
|
vPos.x = -1.0;
|
|
}
|
|
if (vPos.y < -1.0) {
|
|
vPos.y = 1.0;
|
|
}
|
|
if (vPos.y > 1.0) {
|
|
vPos.y = -1.0;
|
|
}
|
|
|
|
// Write back
|
|
particlesB.particles[index].pos = vPos;
|
|
particlesB.particles[index].vel = vVel;
|
|
return;
|
|
}
|
|
)");
|
|
|
|
auto bgl = utils::MakeBindGroupLayout(
|
|
device, {
|
|
{0, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Uniform},
|
|
{1, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
|
|
{2, wgpu::ShaderStage::Compute, wgpu::BufferBindingType::Storage},
|
|
});
|
|
|
|
wgpu::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
|
|
|
|
wgpu::ComputePipelineDescriptor csDesc;
|
|
csDesc.layout = pl;
|
|
csDesc.compute.module = module;
|
|
csDesc.compute.entryPoint = "main";
|
|
updatePipeline = device.CreateComputePipeline(&csDesc);
|
|
|
|
for (uint32_t i = 0; i < 2; ++i) {
|
|
updateBGs[i] = utils::MakeBindGroup(
|
|
device, bgl,
|
|
{
|
|
{0, updateParams, 0, sizeof(SimParams)},
|
|
{1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)},
|
|
{2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)},
|
|
});
|
|
}
|
|
}
|
|
|
|
wgpu::CommandBuffer createCommandBuffer(const wgpu::TextureView backbufferView, size_t i) {
|
|
auto& bufferDst = particleBuffers[(i + 1) % 2];
|
|
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
|
|
|
|
{
|
|
wgpu::ComputePassEncoder pass = encoder.BeginComputePass();
|
|
pass.SetPipeline(updatePipeline);
|
|
pass.SetBindGroup(0, updateBGs[i]);
|
|
pass.Dispatch(kNumParticles);
|
|
pass.EndPass();
|
|
}
|
|
|
|
{
|
|
utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
|
|
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
|
|
pass.SetPipeline(renderPipeline);
|
|
pass.SetVertexBuffer(0, bufferDst);
|
|
pass.SetVertexBuffer(1, modelBuffer);
|
|
pass.Draw(3, kNumParticles);
|
|
pass.EndPass();
|
|
}
|
|
|
|
return encoder.Finish();
|
|
}
|
|
|
|
void init() {
|
|
device = CreateCppDawnDevice();
|
|
|
|
queue = device.GetQueue();
|
|
swapchain = GetSwapChain(device);
|
|
swapchain.Configure(GetPreferredSwapChainTextureFormat(), wgpu::TextureUsage::RenderAttachment,
|
|
640, 480);
|
|
|
|
initBuffers();
|
|
initRender();
|
|
initSim();
|
|
}
|
|
|
|
void frame() {
|
|
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
|
|
|
|
wgpu::CommandBuffer commandBuffer = createCommandBuffer(backbufferView, pingpong);
|
|
queue.Submit(1, &commandBuffer);
|
|
swapchain.Present();
|
|
DoFlush();
|
|
|
|
pingpong = (pingpong + 1) % 2;
|
|
}
|
|
|
|
int main(int argc, const char* argv[]) {
|
|
if (!InitSample(argc, argv)) {
|
|
return 1;
|
|
}
|
|
init();
|
|
|
|
while (!ShouldQuit()) {
|
|
frame();
|
|
utils::USleep(16000);
|
|
}
|
|
|
|
// TODO release stuff
|
|
}
|