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Corentin Wallez4a9ef4e2018-07-18 11:40:26 +02001// Copyright 2017 The Dawn Authors
Corentin Wallezf07e3bd2017-04-20 14:38:20 -04002//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
Corentin Wallez9347e8f2017-06-19 13:15:13 -040015#include "SampleUtils.h"
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040016
Corentin Wallezf6840402018-07-18 14:00:56 +020017#include "utils/DawnHelpers.h"
Corentin Wallez134e0802017-07-17 17:13:57 -040018#include "utils/SystemUtils.h"
Corentin Wallez5ee7afd2017-06-19 13:09:41 -040019
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040020#include <vector>
21
Corentin Wallez4828d922018-07-18 13:45:46 +020022dawn::Device device;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040023
Corentin Wallez4828d922018-07-18 13:45:46 +020024dawn::Buffer indexBuffer;
25dawn::Buffer vertexBuffer;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040026
Corentin Wallez4828d922018-07-18 13:45:46 +020027dawn::Texture texture;
28dawn::Sampler sampler;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040029
Corentin Wallez4828d922018-07-18 13:45:46 +020030dawn::Queue queue;
31dawn::SwapChain swapchain;
32dawn::TextureView depthStencilView;
33dawn::RenderPipeline pipeline;
34dawn::BindGroup bindGroup;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040035
36void initBuffers() {
37 static const uint32_t indexData[3] = {
38 0, 1, 2,
39 };
Corentin Wallez4828d922018-07-18 13:45:46 +020040 indexBuffer = utils::CreateBufferFromData(device, indexData, sizeof(indexData), dawn::BufferUsageBit::Index);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040041
42 static const float vertexData[12] = {
43 0.0f, 0.5f, 0.0f, 1.0f,
44 -0.5f, -0.5f, 0.0f, 1.0f,
45 0.5f, -0.5f, 0.0f, 1.0f,
46 };
Corentin Wallez4828d922018-07-18 13:45:46 +020047 vertexBuffer = utils::CreateBufferFromData(device, vertexData, sizeof(vertexData), dawn::BufferUsageBit::Vertex);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040048}
49
50void initTextures() {
Jiawei Shao425428f2018-08-27 08:44:48 +080051 dawn::TextureDescriptor descriptor;
52 descriptor.dimension = dawn::TextureDimension::e2D;
Corentin Wallez29353d62018-09-18 12:49:22 +000053 descriptor.size.width = 1024;
54 descriptor.size.height = 1024;
55 descriptor.size.depth = 1;
Jiawei Shao425428f2018-08-27 08:44:48 +080056 descriptor.arrayLayer = 1;
57 descriptor.format = dawn::TextureFormat::R8G8B8A8Unorm;
58 descriptor.mipLevel = 1;
59 descriptor.usage = dawn::TextureUsageBit::TransferDst | dawn::TextureUsageBit::Sampled;
60 texture = device.CreateTexture(&descriptor);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040061
Corentin Wallez4828d922018-07-18 13:45:46 +020062 dawn::SamplerDescriptor samplerDesc = utils::GetDefaultSamplerDescriptor();
Corentin Wallezb711b9b2018-05-22 14:50:59 -040063 sampler = device.CreateSampler(&samplerDesc);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040064
65 // Initialize the texture with arbitrary data until we can load images
66 std::vector<uint8_t> data(4 * 1024 * 1024, 0);
67 for (size_t i = 0; i < data.size(); ++i) {
Kai Ninomiya78c8b832017-07-21 17:00:22 -070068 data[i] = static_cast<uint8_t>(i % 253);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040069 }
70
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040071
Corentin Wallez4828d922018-07-18 13:45:46 +020072 dawn::Buffer stagingBuffer = utils::CreateBufferFromData(device, data.data(), static_cast<uint32_t>(data.size()), dawn::BufferUsageBit::TransferSrc);
73 dawn::CommandBuffer copy = device.CreateCommandBufferBuilder()
Jiawei Shao4b74dbe2018-08-30 16:27:38 +080074 .CopyBufferToTexture(stagingBuffer, 0, 0, texture, 0, 0, 0, 1024, 1024, 1, 0, 0)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040075 .GetResult();
76
77 queue.Submit(1, &copy);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040078}
79
80void init() {
Corentin Wallez39039fa2018-07-18 14:06:10 +020081 device = CreateCppDawnDevice();
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040082
Corentin Wallezb703def2018-06-14 20:26:27 -040083 queue = device.CreateQueue();
Kai Ninomiyac16a67a2017-07-27 18:30:57 -070084 swapchain = GetSwapChain(device);
Corentin Wallez2e31e8f2017-09-21 12:54:53 -040085 swapchain.Configure(GetPreferredSwapChainTextureFormat(),
Corentin Wallez4828d922018-07-18 13:45:46 +020086 dawn::TextureUsageBit::OutputAttachment, 640, 480);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040087
88 initBuffers();
89 initTextures();
90
Corentin Wallez4828d922018-07-18 13:45:46 +020091 dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"(
Corentin Wallezf07e3bd2017-04-20 14:38:20 -040092 #version 450
93 layout(location = 0) in vec4 pos;
94 void main() {
95 gl_Position = pos;
96 })"
97 );
98
Corentin Wallez4828d922018-07-18 13:45:46 +020099 dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"(
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400100 #version 450
101 layout(set = 0, binding = 0) uniform sampler mySampler;
102 layout(set = 0, binding = 1) uniform texture2D myTexture;
103
Corentin Wallezb6fb5f32017-08-29 13:37:45 -0400104 layout(location = 0) out vec4 fragColor;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400105 void main() {
106 fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
Corentin Wallezb6fb5f32017-08-29 13:37:45 -0400107 })");
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400108
109 auto inputState = device.CreateInputStateBuilder()
Corentin Wallez4828d922018-07-18 13:45:46 +0200110 .SetAttribute(0, 0, dawn::VertexFormat::FloatR32G32B32A32, 0)
111 .SetInput(0, 4 * sizeof(float), dawn::InputStepMode::Vertex)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400112 .GetResult();
113
Kai Ninomiya234becf2018-07-10 12:23:50 -0700114 auto bgl = utils::MakeBindGroupLayout(
115 device, {
Corentin Wallez4828d922018-07-18 13:45:46 +0200116 {0, dawn::ShaderStageBit::Fragment, dawn::BindingType::Sampler},
117 {1, dawn::ShaderStageBit::Fragment, dawn::BindingType::SampledTexture},
Kai Ninomiya234becf2018-07-10 12:23:50 -0700118 });
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400119
Corentin Wallez4828d922018-07-18 13:45:46 +0200120 dawn::PipelineLayout pl = utils::MakeBasicPipelineLayout(device, &bgl);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400121
Kai Ninomiyac16a67a2017-07-27 18:30:57 -0700122 depthStencilView = CreateDefaultDepthStencilView(device);
123
Corentin Wallez66ff4472017-07-14 11:32:57 -0400124 pipeline = device.CreateRenderPipelineBuilder()
Corentin Wallez6f7749c2018-05-02 18:10:13 -0400125 .SetColorAttachmentFormat(0, GetPreferredSwapChainTextureFormat())
Corentin Wallez4828d922018-07-18 13:45:46 +0200126 .SetDepthStencilAttachmentFormat(dawn::TextureFormat::D32FloatS8Uint)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400127 .SetLayout(pl)
Corentin Wallez4828d922018-07-18 13:45:46 +0200128 .SetStage(dawn::ShaderStage::Vertex, vsModule, "main")
129 .SetStage(dawn::ShaderStage::Fragment, fsModule, "main")
130 .SetIndexFormat(dawn::IndexFormat::Uint32)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400131 .SetInputState(inputState)
132 .GetResult();
133
Jiawei Shao3d670502018-09-18 00:31:57 +0000134 dawn::TextureView view = texture.CreateDefaultTextureView();
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400135
136 bindGroup = device.CreateBindGroupBuilder()
137 .SetLayout(bgl)
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400138 .SetSamplers(0, 1, &sampler)
139 .SetTextureViews(1, 1, &view)
140 .GetResult();
141}
142
143struct {uint32_t a; float b;} s;
144void frame() {
145 s.a = (s.a + 1) % 256;
Corentin Wallez83e779d2017-07-10 21:44:06 -0400146 s.b += 0.02f;
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400147 if (s.b >= 1.0f) {s.b = 0.0f;}
Kai Ninomiyac16a67a2017-07-27 18:30:57 -0700148
Corentin Wallez4828d922018-07-18 13:45:46 +0200149 dawn::Texture backbuffer;
150 dawn::RenderPassDescriptor renderPass;
Corentin Wallez8d6b5d22018-05-11 13:04:44 -0400151 GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass);
Kai Ninomiyac16a67a2017-07-27 18:30:57 -0700152
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400153 static const uint32_t vertexBufferOffsets[1] = {0};
Corentin Wallez82fbccb2018-09-21 00:24:37 +0000154 dawn::CommandBufferBuilder builder = device.CreateCommandBufferBuilder();
155 {
156 dawn::RenderPassEncoder pass = builder.BeginRenderPass(renderPass);
157 pass.SetRenderPipeline(pipeline);
158 pass.SetBindGroup(0, bindGroup);
159 pass.SetVertexBuffers(0, 1, &vertexBuffer, vertexBufferOffsets);
160 pass.SetIndexBuffer(indexBuffer, 0);
161 pass.DrawElements(3, 1, 0, 0);
162 pass.EndPass();
163 }
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400164
Corentin Wallez82fbccb2018-09-21 00:24:37 +0000165 dawn::CommandBuffer commands = builder.GetResult();
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400166 queue.Submit(1, &commands);
Kai Ninomiyac16a67a2017-07-27 18:30:57 -0700167 swapchain.Present(backbuffer);
168 DoFlush();
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400169}
170
171int main(int argc, const char* argv[]) {
Corentin Wallez9347e8f2017-06-19 13:15:13 -0400172 if (!InitSample(argc, argv)) {
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400173 return 1;
174 }
175 init();
176
177 while (!ShouldQuit()) {
178 frame();
Corentin Wallez134e0802017-07-17 17:13:57 -0400179 utils::USleep(16000);
Corentin Wallezf07e3bd2017-04-20 14:38:20 -0400180 }
181
182 // TODO release stuff
183}