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This patch removes RenderPassDescriptorBuilder completely from Dawn. With this patch, RenderPassDescriptor is a structure instead of a Dawn object, and all the checks in RenderPassDescriptorBuilder are moved into CommandEncoder.cpp. This patch also updates the helper functions and structures related to RenderPassDescriptor because RenderPassDescriptor is no longer an object but a structure with members in pointers. BUG=dawn:6 Change-Id: Ic6d015582031891f35ffef912f0e460a9c010f81 Reviewed-on: https://dawn-review.googlesource.com/c/4902 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Kai Ninomiya <kainino@chromium.org>
344 lines
11 KiB
C++
344 lines
11 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/ComboRenderPipelineDescriptor.h"
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#include "utils/DawnHelpers.h"
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#include "utils/SystemUtils.h"
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#include <array>
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#include <cstring>
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#include <random>
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#include <glm/glm.hpp>
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dawn::Device device;
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dawn::Queue queue;
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dawn::SwapChain swapchain;
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dawn::TextureView depthStencilView;
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dawn::Buffer modelBuffer;
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std::array<dawn::Buffer, 2> particleBuffers;
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dawn::RenderPipeline renderPipeline;
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dawn::Buffer updateParams;
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dawn::ComputePipeline updatePipeline;
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std::array<dawn::BindGroup, 2> updateBGs;
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size_t pingpong = 0;
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static const uint32_t kNumParticles = 1000;
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struct Particle {
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glm::vec2 pos;
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glm::vec2 vel;
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};
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struct SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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int particleCount;
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};
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void initBuffers() {
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glm::vec2 model[3] = {
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{-0.01, -0.02},
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{0.01, -0.02},
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{0.00, 0.02},
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};
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modelBuffer = utils::CreateBufferFromData(device, model, sizeof(model), dawn::BufferUsageBit::Vertex);
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SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles };
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updateParams = utils::CreateBufferFromData(device, ¶ms, sizeof(params), dawn::BufferUsageBit::Uniform);
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std::vector<Particle> initialParticles(kNumParticles);
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{
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std::mt19937 generator;
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std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
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for (auto& p : initialParticles)
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{
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p.pos = glm::vec2(dist(generator), dist(generator));
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p.vel = glm::vec2(dist(generator), dist(generator)) * 0.1f;
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}
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}
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for (size_t i = 0; i < 2; i++) {
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dawn::BufferDescriptor descriptor;
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descriptor.size = sizeof(Particle) * kNumParticles;
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descriptor.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Storage;
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particleBuffers[i] = device.CreateBuffer(&descriptor);
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particleBuffers[i].SetSubData(0,
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sizeof(Particle) * kNumParticles,
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reinterpret_cast<uint8_t*>(initialParticles.data()));
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}
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}
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void initRender() {
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dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
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#version 450
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layout(location = 0) in vec2 a_particlePos;
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layout(location = 1) in vec2 a_particleVel;
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layout(location = 2) in vec2 a_pos;
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void main() {
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float angle = -atan(a_particleVel.x, a_particleVel.y);
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vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle),
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a_pos.x * sin(angle) + a_pos.y * cos(angle));
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gl_Position = vec4(pos + a_particlePos, 0, 1);
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}
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)");
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dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0);
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}
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)");
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dawn::VertexAttributeDescriptor attribute1;
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attribute1.shaderLocation = 0;
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attribute1.inputSlot = 0;
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attribute1.offset = offsetof(Particle, pos);
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attribute1.format = dawn::VertexFormat::FloatR32G32;
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dawn::VertexAttributeDescriptor attribute2;
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attribute2.shaderLocation = 1;
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attribute2.inputSlot = 0;
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attribute2.offset = offsetof(Particle, vel);
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attribute2.format = dawn::VertexFormat::FloatR32G32;
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dawn::VertexInputDescriptor input1;
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input1.inputSlot = 0;
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input1.stride = sizeof(Particle);
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input1.stepMode = dawn::InputStepMode::Instance;
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dawn::VertexAttributeDescriptor attribute3;
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attribute3.shaderLocation = 2;
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attribute3.inputSlot = 1;
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attribute3.offset = 0;
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attribute3.format = dawn::VertexFormat::FloatR32G32;
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dawn::VertexInputDescriptor input2;
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input2.inputSlot = 1;
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input2.stride = sizeof(glm::vec2);
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input2.stepMode = dawn::InputStepMode::Vertex;
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dawn::InputState inputState = device.CreateInputStateBuilder()
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.SetAttribute(&attribute1)
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.SetAttribute(&attribute2)
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.SetInput(&input1)
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.SetAttribute(&attribute3)
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.SetInput(&input2)
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.GetResult();
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depthStencilView = CreateDefaultDepthStencilView(device);
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utils::ComboRenderPipelineDescriptor descriptor(device);
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descriptor.cVertexStage.module = vsModule;
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descriptor.cFragmentStage.module = fsModule;
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descriptor.inputState = inputState;
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descriptor.depthStencilState = &descriptor.cDepthStencilState;
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descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint;
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descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat();
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renderPipeline = device.CreateRenderPipeline(&descriptor);
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}
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void initSim() {
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dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
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#version 450
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struct Particle {
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vec2 pos;
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vec2 vel;
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};
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layout(std140, set = 0, binding = 0) uniform SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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int particleCount;
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} params;
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layout(std140, set = 0, binding = 1) buffer ParticlesA {
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Particle particles[1000];
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} particlesA;
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layout(std140, set = 0, binding = 2) buffer ParticlesB {
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Particle particles[1000];
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} particlesB;
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void main() {
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// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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uint index = gl_GlobalInvocationID.x;
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if (index >= params.particleCount) { return; }
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vec2 vPos = particlesA.particles[index].pos;
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vec2 vVel = particlesA.particles[index].vel;
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vec2 cMass = vec2(0.0, 0.0);
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vec2 cVel = vec2(0.0, 0.0);
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vec2 colVel = vec2(0.0, 0.0);
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int cMassCount = 0;
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int cVelCount = 0;
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vec2 pos;
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vec2 vel;
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for (int i = 0; i < params.particleCount; ++i) {
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if (i == index) { continue; }
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pos = particlesA.particles[i].pos.xy;
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vel = particlesA.particles[i].vel.xy;
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if (distance(pos, vPos) < params.rule1Distance) {
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cMass += pos;
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cMassCount++;
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}
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if (distance(pos, vPos) < params.rule2Distance) {
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colVel -= (pos - vPos);
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}
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if (distance(pos, vPos) < params.rule3Distance) {
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cVel += vel;
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cVelCount++;
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}
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}
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if (cMassCount > 0) {
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cMass = cMass / cMassCount - vPos;
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}
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if (cVelCount > 0) {
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cVel = cVel / cVelCount;
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}
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vVel += cMass * params.rule1Scale + colVel * params.rule2Scale + cVel * params.rule3Scale;
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// clamp velocity for a more pleasing simulation.
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vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
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// kinematic update
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vPos += vVel * params.deltaT;
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// Wrap around boundary
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if (vPos.x < -1.0) vPos.x = 1.0;
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if (vPos.x > 1.0) vPos.x = -1.0;
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if (vPos.y < -1.0) vPos.y = 1.0;
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if (vPos.y > 1.0) vPos.y = -1.0;
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particlesB.particles[index].pos = vPos;
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// Write back
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particlesB.particles[index].vel = vVel;
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}
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)");
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auto bgl = utils::MakeBindGroupLayout(
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device, {
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{0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
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{1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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{2, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
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});
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dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
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dawn::ComputePipelineDescriptor csDesc;
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csDesc.module = module;
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csDesc.entryPoint = "main";
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csDesc.layout = pl;
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updatePipeline = device.CreateComputePipeline(&csDesc);
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for (uint32_t i = 0; i < 2; ++i) {
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updateBGs[i] = utils::MakeBindGroup(device, bgl, {
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{0, updateParams, 0, sizeof(SimParams)},
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{1, particleBuffers[i], 0, kNumParticles * sizeof(Particle)},
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{2, particleBuffers[(i + 1) % 2], 0, kNumParticles * sizeof(Particle)},
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});
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}
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}
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dawn::CommandBuffer createCommandBuffer(const dawn::Texture backbuffer, size_t i) {
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static const uint32_t zeroOffsets[1] = {0};
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auto& bufferDst = particleBuffers[(i + 1) % 2];
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dawn::CommandEncoder encoder = device.CreateCommandEncoder();
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{
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dawn::ComputePassEncoder pass = encoder.BeginComputePass();
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pass.SetPipeline(updatePipeline);
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pass.SetBindGroup(0, updateBGs[i]);
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pass.Dispatch(kNumParticles, 1, 1);
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pass.EndPass();
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}
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{
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utils::ComboRenderPassDescriptor renderPass({backbuffer.CreateDefaultTextureView()},
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depthStencilView);
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dawn::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
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pass.SetPipeline(renderPipeline);
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pass.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets);
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pass.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets);
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pass.Draw(3, kNumParticles, 0, 0);
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pass.EndPass();
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}
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return encoder.Finish();
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}
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void init() {
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device = CreateCppDawnDevice();
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queue = device.CreateQueue();
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swapchain = GetSwapChain(device);
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swapchain.Configure(GetPreferredSwapChainTextureFormat(),
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dawn::TextureUsageBit::OutputAttachment, 640, 480);
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initBuffers();
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initRender();
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initSim();
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}
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void frame() {
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dawn::Texture backbuffer = swapchain.GetNextTexture();
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dawn::CommandBuffer commandBuffer = createCommandBuffer(backbuffer, pingpong);
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queue.Submit(1, &commandBuffer);
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swapchain.Present(backbuffer);
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DoFlush();
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pingpong = (pingpong + 1) % 2;
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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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