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// 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 <vector>
#include "dawn/samples/SampleUtils.h"
#include "dawn/utils/ComboRenderPipelineDescriptor.h"
#include "dawn/utils/SystemUtils.h"
#include "dawn/utils/WGPUHelpers.h"
wgpu::Device device;
wgpu::Buffer indexBuffer;
wgpu::Buffer vertexBuffer;
wgpu::Texture texture;
wgpu::Sampler sampler;
wgpu::Queue queue;
wgpu::SwapChain swapchain;
wgpu::TextureView depthStencilView;
wgpu::RenderPipeline pipeline;
wgpu::BindGroup bindGroup;
void destroyAllObjects() {
device = nullptr;
indexBuffer = nullptr;
vertexBuffer = nullptr;
texture = nullptr;
sampler = nullptr;
queue = nullptr;
swapchain = nullptr;
depthStencilView = nullptr;
pipeline = nullptr;
bindGroup = nullptr;
}
void initBuffers() {
static const uint32_t indexData[3] = {
0,
1,
2,
};
indexBuffer = dawn::utils::CreateBufferFromData(device, indexData, sizeof(indexData),
wgpu::BufferUsage::Index);
static const float vertexData[12] = {
0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 1.0f,
};
vertexBuffer = dawn::utils::CreateBufferFromData(device, vertexData, sizeof(vertexData),
wgpu::BufferUsage::Vertex);
}
void initTextures() {
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = 1024;
descriptor.size.height = 1024;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::RGBA8Unorm;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::CopyDst | wgpu::TextureUsage::TextureBinding;
texture = device.CreateTexture(&descriptor);
sampler = device.CreateSampler();
// Initialize the texture with arbitrary data until we can load images
std::vector<uint8_t> data(4 * 1024 * 1024, 0);
for (size_t i = 0; i < data.size(); ++i) {
data[i] = static_cast<uint8_t>(i % 253);
}
wgpu::Buffer stagingBuffer = dawn::utils::CreateBufferFromData(
device, data.data(), static_cast<uint32_t>(data.size()), wgpu::BufferUsage::CopySrc);
wgpu::ImageCopyBuffer imageCopyBuffer =
dawn::utils::CreateImageCopyBuffer(stagingBuffer, 0, 4 * 1024);
wgpu::ImageCopyTexture imageCopyTexture =
dawn::utils::CreateImageCopyTexture(texture, 0, {0, 0, 0});
wgpu::Extent3D copySize = {1024, 1024, 1};
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
encoder.CopyBufferToTexture(&imageCopyBuffer, &imageCopyTexture, &copySize);
wgpu::CommandBuffer copy = encoder.Finish();
queue.Submit(1, &copy);
}
void init() {
device = CreateCppDawnDevice();
queue = device.GetQueue();
swapchain = GetSwapChain();
initBuffers();
initTextures();
wgpu::ShaderModule vsModule = dawn::utils::CreateShaderModule(device, R"(
@vertex fn main(@location(0) pos : vec4f)
-> @builtin(position) vec4f {
return pos;
})");
wgpu::ShaderModule fsModule = dawn::utils::CreateShaderModule(device, R"(
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture : texture_2d<f32>;
@fragment fn main(@builtin(position) FragCoord : vec4f)
-> @location(0) vec4f {
return textureSample(myTexture, mySampler, FragCoord.xy / vec2f(640.0, 480.0));
})");
auto bgl = dawn::utils::MakeBindGroupLayout(
device, {
{0, wgpu::ShaderStage::Fragment, wgpu::SamplerBindingType::Filtering},
{1, wgpu::ShaderStage::Fragment, wgpu::TextureSampleType::Float},
});
wgpu::PipelineLayout pl = dawn::utils::MakeBasicPipelineLayout(device, &bgl);
depthStencilView = CreateDefaultDepthStencilView(device);
dawn::utils::ComboRenderPipelineDescriptor descriptor;
descriptor.layout = dawn::utils::MakeBasicPipelineLayout(device, &bgl);
descriptor.vertex.module = vsModule;
descriptor.vertex.bufferCount = 1;
descriptor.cBuffers[0].arrayStride = 4 * sizeof(float);
descriptor.cBuffers[0].attributeCount = 1;
descriptor.cAttributes[0].format = wgpu::VertexFormat::Float32x4;
descriptor.cFragment.module = fsModule;
descriptor.cTargets[0].format = GetPreferredSwapChainTextureFormat();
descriptor.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8);
pipeline = device.CreateRenderPipeline(&descriptor);
wgpu::TextureView view = texture.CreateView();
bindGroup = dawn::utils::MakeBindGroup(device, bgl, {{0, sampler}, {1, view}});
}
struct {
uint32_t a;
float b;
} s;
void frame() {
s.a = (s.a + 1) % 256;
s.b += 0.02f;
if (s.b >= 1.0f) {
s.b = 0.0f;
}
wgpu::TextureView backbufferView = swapchain.GetCurrentTextureView();
dawn::utils::ComboRenderPassDescriptor renderPass({backbufferView}, depthStencilView);
wgpu::CommandEncoder encoder = device.CreateCommandEncoder();
{
wgpu::RenderPassEncoder pass = encoder.BeginRenderPass(&renderPass);
pass.SetPipeline(pipeline);
pass.SetBindGroup(0, bindGroup);
pass.SetVertexBuffer(0, vertexBuffer);
pass.SetIndexBuffer(indexBuffer, wgpu::IndexFormat::Uint32);
pass.DrawIndexed(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();
while (!ShouldQuit()) {
ProcessEvents();
frame();
dawn::utils::USleep(16000);
}
destroyAllObjects();
}