dawn-cmake/examples/ComputeBoids.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

325 lines
10 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 <array>
#include <cstring>
#include <random>
#include <glm/glm.hpp>
dawn::Device device;
dawn::Queue queue;
dawn::SwapChain swapchain;
dawn::TextureView depthStencilView;
dawn::Buffer modelBuffer;
std::array<dawn::Buffer, 2> particleBuffers;
dawn::RenderPipeline renderPipeline;
dawn::Buffer updateParams;
dawn::ComputePipeline updatePipeline;
std::array<dawn::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), dawn::BufferUsageBit::Vertex);
SimParams params = { 0.04f, 0.1f, 0.025f, 0.025f, 0.02f, 0.05f, 0.005f, kNumParticles };
updateParams = utils::CreateBufferFromData(device, &params, sizeof(params), dawn::BufferUsageBit::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++) {
dawn::BufferDescriptor descriptor;
descriptor.size = sizeof(Particle) * kNumParticles;
descriptor.usage = dawn::BufferUsageBit::TransferDst | dawn::BufferUsageBit::Vertex | dawn::BufferUsageBit::Storage;
particleBuffers[i] = device.CreateBuffer(&descriptor);
particleBuffers[i].SetSubData(0,
sizeof(Particle) * kNumParticles,
reinterpret_cast<uint8_t*>(initialParticles.data()));
}
}
void initRender() {
dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
#version 450
layout(location = 0) in vec2 a_particlePos;
layout(location = 1) in vec2 a_particleVel;
layout(location = 2) in vec2 a_pos;
void main() {
float angle = -atan(a_particleVel.x, a_particleVel.y);
vec2 pos = vec2(a_pos.x * cos(angle) - a_pos.y * sin(angle),
a_pos.x * sin(angle) + a_pos.y * cos(angle));
gl_Position = vec4(pos + a_particlePos, 0, 1);
}
)");
dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
#version 450
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1.0);
}
)");
dawn::InputState inputState = device.CreateInputStateBuilder()
.SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, pos))
.SetAttribute(1, 0, dawn::VertexFormat::FloatR32G32, offsetof(Particle, vel))
.SetInput(0, sizeof(Particle), dawn::InputStepMode::Instance)
.SetAttribute(2, 1, dawn::VertexFormat::FloatR32G32, 0)
.SetInput(1, sizeof(glm::vec2), dawn::InputStepMode::Vertex)
.GetResult();
depthStencilView = CreateDefaultDepthStencilView(device);
renderPipeline = device.CreateRenderPipelineBuilder()
.SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
.SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
.SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
.SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
.SetInputState(inputState)
.GetResult();
}
void initSim() {
dawn::ShaderModule module = utils::CreateShaderModule(device, dawn::ShaderStage::Compute, R"(
#version 450
struct Particle {
vec2 pos;
vec2 vel;
};
layout(std140, set = 0, binding = 0) uniform SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
} params;
layout(std140, set = 0, binding = 1) buffer ParticlesA {
Particle particles[1000];
} particlesA;
layout(std140, set = 0, binding = 2) buffer ParticlesB {
Particle particles[1000];
} particlesB;
void main() {
// https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
uint index = gl_GlobalInvocationID.x;
if (index >= params.particleCount) { return; }
vec2 vPos = particlesA.particles[index].pos;
vec2 vVel = particlesA.particles[index].vel;
vec2 cMass = vec2(0.0, 0.0);
vec2 cVel = vec2(0.0, 0.0);
vec2 colVel = vec2(0.0, 0.0);
int cMassCount = 0;
int cVelCount = 0;
vec2 pos;
vec2 vel;
for (int i = 0; i < params.particleCount; ++i) {
if (i == index) { continue; }
pos = particlesA.particles[i].pos.xy;
vel = particlesA.particles[i].vel.xy;
if (distance(pos, vPos) < params.rule1Distance) {
cMass += pos;
cMassCount++;
}
if (distance(pos, vPos) < params.rule2Distance) {
colVel -= (pos - vPos);
}
if (distance(pos, vPos) < params.rule3Distance) {
cVel += vel;
cVelCount++;
}
}
if (cMassCount > 0) {
cMass = cMass / cMassCount - vPos;
}
if (cVelCount > 0) {
cVel = cVel / cVelCount;
}
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 += 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;
particlesB.particles[index].pos = vPos;
// Write back
particlesB.particles[index].vel = vVel;
}
)");
auto bgl = utils::MakeBindGroupLayout(
device, {
{0, dawn::ShaderStageBit::Compute, dawn::BindingType::UniformBuffer},
{1, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
{2, dawn::ShaderStageBit::Compute, dawn::BindingType::StorageBuffer},
});
dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
dawn::ComputePipelineDescriptor csDesc;
csDesc.module = module.Clone();
csDesc.entryPoint = "main";
csDesc.layout = pl.Clone();
updatePipeline = device.CreateComputePipeline(&csDesc);
dawn::BufferView updateParamsView = updateParams.CreateBufferViewBuilder()
.SetExtent(0, sizeof(SimParams))
.GetResult();
std::array<dawn::BufferView, 2> views;
for (uint32_t i = 0; i < 2; ++i) {
views[i] = particleBuffers[i].CreateBufferViewBuilder()
.SetExtent(0, kNumParticles * sizeof(Particle))
.GetResult();
}
for (uint32_t i = 0; i < 2; ++i) {
updateBGs[i] = device.CreateBindGroupBuilder()
.SetLayout(bgl)
.SetBufferViews(0, 1, &updateParamsView)
.SetBufferViews(1, 1, &views[i])
.SetBufferViews(2, 1, &views[(i + 1) % 2])
.GetResult();
}
}
dawn::CommandBuffer createCommandBuffer(const dawn::RenderPassDescriptor& renderPass, size_t i) {
static const uint32_t zeroOffsets[1] = {0};
auto& bufferDst = particleBuffers[(i + 1) % 2];
dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
{
dawn::ComputePassEncoder pass = builder.BeginComputePass();
pass.SetComputePipeline(updatePipeline);
pass.SetBindGroup(0, updateBGs[i]);
pass.Dispatch(kNumParticles, 1, 1);
pass.EndPass();
}
{
dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
pass.SetRenderPipeline(renderPipeline);
pass.SetVertexBuffers(0, 1, &bufferDst, zeroOffsets);
pass.SetVertexBuffers(1, 1, &modelBuffer, zeroOffsets);
pass.DrawArrays(3, kNumParticles, 0, 0);
pass.EndPass();
}
return builder.GetResult();
}
void init() {
device = CreateCppDawnDevice();
queue = device.CreateQueue();
swapchain = GetSwapChain(device);
swapchain.Configure(GetPreferredSwapChainTextureFormat(),
dawn::TextureUsageBit::OutputAttachment, 640, 480);
initBuffers();
initRender();
initSim();
}
void frame() {
dawn::Texture backbuffer;
dawn::RenderPassDescriptor renderPass;
GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
dawn::CommandBuffer commandBuffer = createCommandBuffer(renderPass, pingpong);
queue.Submit(1, &commandBuffer);
swapchain.Present(backbuffer);
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
}