| // Copyright 2017 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include <cstdio> | |
| #include <cstdlib> | |
| #include <vector> | |
| #include "dawn/samples/SampleUtils.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/SystemUtils.h" | |
| #include "dawn/utils/Timer.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| wgpu::Device device; | |
| wgpu::Queue queue; | |
| wgpu::SwapChain swapchain; | |
| wgpu::RenderPipeline pipeline; | |
| wgpu::BindGroup bindGroup; | |
| wgpu::Buffer ubo; | |
| float RandomFloat(float min, float max) { | |
| // NOLINTNEXTLINE(runtime/threadsafe_fn) | |
| float zeroOne = rand() / static_cast<float>(RAND_MAX); | |
| return zeroOne * (max - min) + min; | |
| } | |
| constexpr size_t kNumTriangles = 10000; | |
| // Aligned as minUniformBufferOffsetAlignment | |
| struct alignas(256) ShaderData { | |
| float scale; | |
| float time; | |
| float offsetX; | |
| float offsetY; | |
| float scalar; | |
| float scalarOffset; | |
| }; | |
| static std::vector<ShaderData> shaderData; | |
| void init() { | |
| device = CreateCppDawnDevice(); | |
| queue = device.GetQueue(); | |
| swapchain = GetSwapChain(); | |
| wgpu::ShaderModule vsModule = dawn::utils::CreateShaderModule(device, R"( | |
| struct Constants { | |
| scale : f32, | |
| time : f32, | |
| offsetX : f32, | |
| offsetY : f32, | |
| scalar : f32, | |
| scalarOffset : f32, | |
| }; | |
| @group(0) @binding(0) var<uniform> c : Constants; | |
| struct VertexOut { | |
| @location(0) v_color : vec4f, | |
| @builtin(position) Position : vec4f, | |
| }; | |
| @vertex fn main(@builtin(vertex_index) VertexIndex : u32) -> VertexOut { | |
| var positions : array<vec4f, 3> = array( | |
| vec4f( 0.0, 0.1, 0.0, 1.0), | |
| vec4f(-0.1, -0.1, 0.0, 1.0), | |
| vec4f( 0.1, -0.1, 0.0, 1.0) | |
| ); | |
| var colors : array<vec4f, 3> = array( | |
| vec4f(1.0, 0.0, 0.0, 1.0), | |
| vec4f(0.0, 1.0, 0.0, 1.0), | |
| vec4f(0.0, 0.0, 1.0, 1.0) | |
| ); | |
| var position : vec4f = positions[VertexIndex]; | |
| var color : vec4f = colors[VertexIndex]; | |
| // TODO(dawn:572): Revisit once modf has been reworked in WGSL. | |
| var fade : f32 = c.scalarOffset + c.time * c.scalar / 10.0; | |
| fade = fade - floor(fade); | |
| if (fade < 0.5) { | |
| fade = fade * 2.0; | |
| } else { | |
| fade = (1.0 - fade) * 2.0; | |
| } | |
| var xpos : f32 = position.x * c.scale; | |
| var ypos : f32 = position.y * c.scale; | |
| let angle : f32 = 3.14159 * 2.0 * fade; | |
| let xrot : f32 = xpos * cos(angle) - ypos * sin(angle); | |
| let yrot : f32 = xpos * sin(angle) + ypos * cos(angle); | |
| xpos = xrot + c.offsetX; | |
| ypos = yrot + c.offsetY; | |
| var output : VertexOut; | |
| output.v_color = vec4f(fade, 1.0 - fade, 0.0, 1.0) + color; | |
| output.Position = vec4f(xpos, ypos, 0.0, 1.0); | |
| return output; | |
| })"); | |
| wgpu::ShaderModule fsModule = dawn::utils::CreateShaderModule(device, R"( | |
| @fragment fn main(@location(0) v_color : vec4f) -> @location(0) vec4f { | |
| return v_color; | |
| })"); | |
| wgpu::BindGroupLayout bgl = dawn::utils::MakeBindGroupLayout( | |
| device, {{0, wgpu::ShaderStage::Vertex, wgpu::BufferBindingType::Uniform, true}}); | |
| dawn::utils::ComboRenderPipelineDescriptor descriptor; | |
| descriptor.layout = dawn::utils::MakeBasicPipelineLayout(device, &bgl); | |
| descriptor.vertex.module = vsModule; | |
| descriptor.cFragment.module = fsModule; | |
| descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat(); | |
| pipeline = device.CreateRenderPipeline(&descriptor); | |
| shaderData.resize(kNumTriangles); | |
| for (auto& data : shaderData) { | |
| data.scale = RandomFloat(0.2f, 0.4f); | |
| data.time = 0.0; | |
| data.offsetX = RandomFloat(-0.9f, 0.9f); | |
| data.offsetY = RandomFloat(-0.9f, 0.9f); | |
| data.scalar = RandomFloat(0.5f, 2.0f); | |
| data.scalarOffset = RandomFloat(0.0f, 10.0f); | |
| } | |
| wgpu::BufferDescriptor bufferDesc; | |
| bufferDesc.size = kNumTriangles * sizeof(ShaderData); | |
| bufferDesc.usage = wgpu::BufferUsage::CopyDst | wgpu::BufferUsage::Uniform; | |
| ubo = device.CreateBuffer(&bufferDesc); | |
| bindGroup = dawn::utils::MakeBindGroup(device, bgl, {{0, ubo, 0, sizeof(ShaderData)}}); | |
| } | |
| int frameCount = 0; | |
| void frame() { | |
| wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView(); | |
| for (auto& data : shaderData) { | |
| data.time = frameCount / 60.0f; | |
| } | |
| queue.WriteBuffer(ubo, 0, shaderData.data(), kNumTriangles * sizeof(ShaderData)); | |
| dawn::utils::ComboRenderPassDescriptor renderPass({backbufferView}); | |
| wgpu::CommandEncoder encoder = device.CreateCommandEncoder(); | |
| { | |
| wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass); | |
| pass.SetPipeline(pipeline); | |
| for (size_t i = 0; i < kNumTriangles; i++) { | |
| uint32_t offset = i * sizeof(ShaderData); | |
| pass.SetBindGroup(0, bindGroup, 1, &offset); | |
| pass.Draw(3); | |
| } | |
| pass.End(); | |
| } | |
| wgpu::CommandBuffer commands = encoder.Finish(); | |
| queue.Submit(1, &commands); | |
| swapchain.Present(); | |
| DoFlush(); | |
| } | |
| int main(int argc, const char* argv[]) { | |
| if (!InitSample(argc, argv)) { | |
| return 1; | |
| } | |
| init(); | |
| dawn::utils::Timer* timer = dawn::utils::CreateTimer(); | |
| timer->Start(); | |
| while (!ShouldQuit()) { | |
| frameCount++; | |
| frame(); | |
| if (frameCount % 60 == 0) { | |
| printf("FPS: %lf\n", 60.0 / timer->GetElapsedTime()); | |
| timer->Start(); | |
| } | |
| } | |
| } |