| // 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/ComboRenderPipelineDescriptor.h" |
| #include "utils/DawnHelpers.h" |
| #include "utils/SystemUtils.h" |
| |
| #include <cstdlib> |
| #include <cstdio> |
| #include <vector> |
| |
| dawn::Device device; |
| dawn::Queue queue; |
| dawn::SwapChain swapchain; |
| dawn::TextureView depthStencilView; |
| dawn::RenderPipeline pipeline; |
| |
| float RandomFloat(float min, float max) { |
| float zeroOne = rand() / float(RAND_MAX); |
| return zeroOne * (max - min) + min; |
| } |
| |
| struct ShaderData { |
| float scale; |
| float time; |
| float offsetX; |
| float offsetY; |
| float scalar; |
| float scalarOffset; |
| }; |
| |
| static std::vector<ShaderData> shaderData; |
| |
| void init() { |
| device = CreateCppDawnDevice(); |
| |
| queue = device.CreateQueue(); |
| swapchain = GetSwapChain(device); |
| swapchain.Configure(GetPreferredSwapChainTextureFormat(), |
| dawn::TextureUsageBit::OutputAttachment, 640, 480); |
| |
| dawn::ShaderModule vsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, R"( |
| #version 450 |
| |
| layout(push_constant) uniform ConstantsBlock { |
| float scale; |
| float time; |
| float offsetX; |
| float offsetY; |
| float scalar; |
| float scalarOffset; |
| } c; |
| |
| layout(location = 0) out vec4 v_color; |
| |
| const vec4 positions[3] = vec4[3]( |
| vec4( 0.0f, 0.1f, 0.0f, 1.0f), |
| vec4(-0.1f, -0.1f, 0.0f, 1.0f), |
| vec4( 0.1f, -0.1f, 0.0f, 1.0f) |
| ); |
| |
| const vec4 colors[3] = vec4[3]( |
| vec4(1.0f, 0.0f, 0.0f, 1.0f), |
| vec4(0.0f, 1.0f, 0.0f, 1.0f), |
| vec4(0.0f, 0.0f, 1.0f, 1.0f) |
| ); |
| |
| void main() { |
| vec4 position = positions[gl_VertexIndex]; |
| vec4 color = colors[gl_VertexIndex]; |
| |
| float fade = mod(c.scalarOffset + c.time * c.scalar / 10.0, 1.0); |
| if (fade < 0.5) { |
| fade = fade * 2.0; |
| } else { |
| fade = (1.0 - fade) * 2.0; |
| } |
| float xpos = position.x * c.scale; |
| float ypos = position.y * c.scale; |
| float angle = 3.14159 * 2.0 * fade; |
| float xrot = xpos * cos(angle) - ypos * sin(angle); |
| float yrot = xpos * sin(angle) + ypos * cos(angle); |
| xpos = xrot + c.offsetX; |
| ypos = yrot + c.offsetY; |
| v_color = vec4(fade, 1.0 - fade, 0.0, 1.0) + color; |
| gl_Position = vec4(xpos, ypos, 0.0, 1.0); |
| })" |
| ); |
| |
| dawn::ShaderModule fsModule = utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, R"( |
| #version 450 |
| layout(location = 0) out vec4 fragColor; |
| layout(location = 0) in vec4 v_color; |
| void main() { |
| fragColor = v_color; |
| })"); |
| |
| depthStencilView = CreateDefaultDepthStencilView(device); |
| |
| utils::ComboRenderPipelineDescriptor descriptor(device); |
| descriptor.cVertexStage.module = vsModule; |
| descriptor.cFragmentStage.module = fsModule; |
| descriptor.depthStencilState = &descriptor.cDepthStencilState; |
| descriptor.cDepthStencilState.format = dawn::TextureFormat::D32FloatS8Uint; |
| descriptor.cColorStates[0]->format = GetPreferredSwapChainTextureFormat(); |
| |
| pipeline = device.CreateRenderPipeline(&descriptor); |
| |
| shaderData.resize(10000); |
| 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); |
| } |
| } |
| |
| void frame() { |
| dawn::Texture backbuffer; |
| dawn::RenderPassDescriptor renderPass; |
| GetNextRenderPassDescriptor(device, swapchain, depthStencilView, &backbuffer, &renderPass); |
| |
| static int f = 0; |
| f++; |
| |
| size_t i = 0; |
| |
| dawn::CommandEncoder encoder = device.CreateCommandEncoder(); |
| { |
| dawn::RenderPassEncoder pass = encoder.BeginRenderPass(renderPass); |
| pass.SetPipeline(pipeline); |
| |
| for (int k = 0; k < 10000; k++) { |
| shaderData[i].time = f / 60.0f; |
| pass.SetPushConstants(dawn::ShaderStageBit::Vertex, 0, 6, reinterpret_cast<uint32_t*>(&shaderData[i])); |
| pass.Draw(3, 1, 0, 0); |
| i++; |
| } |
| |
| pass.EndPass(); |
| } |
| |
| dawn::CommandBuffer commands = encoder.Finish(); |
| queue.Submit(1, &commands); |
| swapchain.Present(backbuffer); |
| DoFlush(); |
| fprintf(stderr, "frame %i\n", f); |
| } |
| |
| int main(int argc, const char* argv[]) { |
| if (!InitSample(argc, argv)) { |
| return 1; |
| } |
| init(); |
| |
| while (!ShouldQuit()) { |
| frame(); |
| utils::USleep(16000); |
| } |
| |
| // TODO release stuff |
| } |