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The webgpu.h surface-based swapchains are implement on Metal which required adding the present mode to NewSwapChainBase. Additional automated tests are added which require getting the Instance so a new getter is added to DawnTest. Additional some the state tracking of swapchains is performed in the backend, so the SwapChainValidationTests are turned into regular DawnTests so they can check backends do the correct state tracking. To not lose coverage of the Null backend, a NullBackend() DawnTestParam factory is added. Finally swapchains cannot be entirely tested in an automated fashion, so a new example is added called "ManualSwapChainTests" that allows manually checking a number of properties. Documentation of the controls and a manual test plan is in a comment at the top of the example's source. Bug: dawn:269 Change-Id: If62fffc29a6cefdbec62747d01c523e2a5475715 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/17181 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
165 lines
5.7 KiB
C++
165 lines
5.7 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/SystemUtils.h"
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#include "utils/WGPUHelpers.h"
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WGPUDevice device;
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WGPUQueue queue;
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WGPUSwapChain swapchain;
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WGPURenderPipeline pipeline;
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WGPUTextureFormat swapChainFormat;
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void init() {
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device = CreateCppDawnDevice().Release();
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queue = wgpuDeviceCreateQueue(device);
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{
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WGPUSwapChainDescriptor descriptor = {};
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descriptor.implementation = GetSwapChainImplementation();
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swapchain = wgpuDeviceCreateSwapChain(device, nullptr, &descriptor);
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}
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swapChainFormat = static_cast<WGPUTextureFormat>(GetPreferredSwapChainTextureFormat());
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wgpuSwapChainConfigure(swapchain, swapChainFormat, WGPUTextureUsage_OutputAttachment, 640, 480);
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const char* vs =
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"#version 450\n"
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"const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));\n"
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"void main() {\n"
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" gl_Position = vec4(pos[gl_VertexIndex], 0.0, 1.0);\n"
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"}\n";
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WGPUShaderModule vsModule =
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utils::CreateShaderModule(wgpu::Device(device), utils::SingleShaderStage::Vertex, vs)
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.Release();
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const char* fs =
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"#version 450\n"
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"layout(location = 0) out vec4 fragColor;\n"
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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WGPUShaderModule fsModule =
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utils::CreateShaderModule(device, utils::SingleShaderStage::Fragment, fs).Release();
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{
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WGPURenderPipelineDescriptor descriptor = {};
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descriptor.vertexStage.module = vsModule;
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descriptor.vertexStage.entryPoint = "main";
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WGPUProgrammableStageDescriptor fragmentStage = {};
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fragmentStage.module = fsModule;
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fragmentStage.entryPoint = "main";
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descriptor.fragmentStage = &fragmentStage;
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descriptor.sampleCount = 1;
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WGPUBlendDescriptor blendDescriptor = {};
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blendDescriptor.operation = WGPUBlendOperation_Add;
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blendDescriptor.srcFactor = WGPUBlendFactor_One;
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blendDescriptor.dstFactor = WGPUBlendFactor_One;
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WGPUColorStateDescriptor colorStateDescriptor = {};
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colorStateDescriptor.format = swapChainFormat;
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colorStateDescriptor.alphaBlend = blendDescriptor;
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colorStateDescriptor.colorBlend = blendDescriptor;
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colorStateDescriptor.writeMask = WGPUColorWriteMask_All;
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descriptor.colorStateCount = 1;
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descriptor.colorStates = &colorStateDescriptor;
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WGPUPipelineLayoutDescriptor pl = {};
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pl.bindGroupLayoutCount = 0;
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pl.bindGroupLayouts = nullptr;
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descriptor.layout = wgpuDeviceCreatePipelineLayout(device, &pl);
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WGPUVertexStateDescriptor vertexState = {};
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vertexState.indexFormat = WGPUIndexFormat_Uint32;
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vertexState.vertexBufferCount = 0;
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vertexState.vertexBuffers = nullptr;
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descriptor.vertexState = &vertexState;
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WGPURasterizationStateDescriptor rasterizationState = {};
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rasterizationState.frontFace = WGPUFrontFace_CCW;
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rasterizationState.cullMode = WGPUCullMode_None;
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rasterizationState.depthBias = 0;
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rasterizationState.depthBiasSlopeScale = 0.0;
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rasterizationState.depthBiasClamp = 0.0;
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descriptor.rasterizationState = &rasterizationState;
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descriptor.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
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descriptor.sampleMask = 0xFFFFFFFF;
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descriptor.alphaToCoverageEnabled = false;
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descriptor.depthStencilState = nullptr;
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pipeline = wgpuDeviceCreateRenderPipeline(device, &descriptor);
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}
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wgpuShaderModuleRelease(vsModule);
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wgpuShaderModuleRelease(fsModule);
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}
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void frame() {
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WGPUTextureView backbufferView = wgpuSwapChainGetCurrentTextureView(swapchain);
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WGPURenderPassDescriptor renderpassInfo = {};
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WGPURenderPassColorAttachmentDescriptor colorAttachment = {};
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{
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colorAttachment.attachment = backbufferView;
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colorAttachment.resolveTarget = nullptr;
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colorAttachment.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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colorAttachment.loadOp = WGPULoadOp_Clear;
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colorAttachment.storeOp = WGPUStoreOp_Store;
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renderpassInfo.colorAttachmentCount = 1;
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renderpassInfo.colorAttachments = &colorAttachment;
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renderpassInfo.depthStencilAttachment = nullptr;
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}
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WGPUCommandBuffer commands;
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{
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(device, nullptr);
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &renderpassInfo);
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wgpuRenderPassEncoderSetPipeline(pass, pipeline);
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wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
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wgpuRenderPassEncoderEndPass(pass);
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wgpuRenderPassEncoderRelease(pass);
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commands = wgpuCommandEncoderFinish(encoder, nullptr);
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wgpuCommandEncoderRelease(encoder);
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}
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wgpuQueueSubmit(queue, 1, &commands);
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wgpuCommandBufferRelease(commands);
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wgpuSwapChainPresent(swapchain);
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wgpuTextureViewRelease(backbufferView);
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DoFlush();
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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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