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// 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 "common/Assert.h"
#include "common/Log.h"
#include "common/Platform.h"
#include "common/SystemUtils.h"
#include "utils/BackendBinding.h"
#include "utils/GLFWUtils.h"
#include "utils/TerribleCommandBuffer.h"
#include <dawn/dawn_proc.h>
#include <dawn/dawn_wsi.h>
#include <dawn_native/DawnNative.h>
#include <dawn_wire/WireClient.h>
#include <dawn_wire/WireServer.h>
#include "GLFW/glfw3.h"
#include <algorithm>
#include <cstring>
void PrintDeviceError(WGPUErrorType errorType, const char* message, void*) {
const char* errorTypeName = "";
switch (errorType) {
case WGPUErrorType_Validation:
errorTypeName = "Validation";
break;
case WGPUErrorType_OutOfMemory:
errorTypeName = "Out of memory";
break;
case WGPUErrorType_Unknown:
errorTypeName = "Unknown";
break;
case WGPUErrorType_DeviceLost:
errorTypeName = "Device lost";
break;
default:
UNREACHABLE();
return;
}
dawn::ErrorLog() << errorTypeName << " error: " << message;
}
void PrintGLFWError(int code, const char* message) {
dawn::ErrorLog() << "GLFW error: " << code << " - " << message;
}
enum class CmdBufType {
None,
Terrible,
// TODO(cwallez@chromium.org): double terrible cmdbuf
};
// Default to D3D12, Metal, Vulkan, OpenGL in that order as D3D12 and Metal are the preferred on
// their respective platforms, and Vulkan is preferred to OpenGL
#if defined(DAWN_ENABLE_BACKEND_D3D12)
static wgpu::BackendType backendType = wgpu::BackendType::D3D12;
#elif defined(DAWN_ENABLE_BACKEND_METAL)
static wgpu::BackendType backendType = wgpu::BackendType::Metal;
#elif defined(DAWN_ENABLE_BACKEND_VULKAN)
static wgpu::BackendType backendType = wgpu::BackendType::Vulkan;
#elif defined(DAWN_ENABLE_BACKEND_OPENGLES)
static wgpu::BackendType backendType = wgpu::BackendType::OpenGLES;
#elif defined(DAWN_ENABLE_BACKEND_DESKTOP_GL)
static wgpu::BackendType backendType = wgpu::BackendType::OpenGL;
#else
# error
#endif
static CmdBufType cmdBufType = CmdBufType::Terrible;
static std::unique_ptr<dawn_native::Instance> instance;
static utils::BackendBinding* binding = nullptr;
static GLFWwindow* window = nullptr;
static dawn_wire::WireServer* wireServer = nullptr;
static dawn_wire::WireClient* wireClient = nullptr;
static utils::TerribleCommandBuffer* c2sBuf = nullptr;
static utils::TerribleCommandBuffer* s2cBuf = nullptr;
wgpu::Device CreateCppDawnDevice() {
ScopedEnvironmentVar angleDefaultPlatform;
if (GetEnvironmentVar("ANGLE_DEFAULT_PLATFORM").first.empty()) {
angleDefaultPlatform.Set("ANGLE_DEFAULT_PLATFORM", "swiftshader");
}
glfwSetErrorCallback(PrintGLFWError);
if (!glfwInit()) {
return wgpu::Device();
}
// Create the test window and discover adapters using it (esp. for OpenGL)
utils::SetupGLFWWindowHintsForBackend(backendType);
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
window = glfwCreateWindow(640, 480, "Dawn window", nullptr, nullptr);
if (!window) {
return wgpu::Device();
}
instance = std::make_unique<dawn_native::Instance>();
utils::DiscoverAdapter(instance.get(), window, backendType);
// Get an adapter for the backend to use, and create the device.
dawn_native::Adapter backendAdapter;
{
std::vector<dawn_native::Adapter> adapters = instance->GetAdapters();
auto adapterIt = std::find_if(adapters.begin(), adapters.end(),
[](const dawn_native::Adapter adapter) -> bool {
wgpu::AdapterProperties properties;
adapter.GetProperties(&properties);
return properties.backendType == backendType;
});
ASSERT(adapterIt != adapters.end());
backendAdapter = *adapterIt;
}
WGPUDevice backendDevice = backendAdapter.CreateDevice();
DawnProcTable backendProcs = dawn_native::GetProcs();
binding = utils::CreateBinding(backendType, window, backendDevice);
if (binding == nullptr) {
return wgpu::Device();
}
// Choose whether to use the backend procs and devices directly, or set up the wire.
WGPUDevice cDevice = nullptr;
DawnProcTable procs;
switch (cmdBufType) {
case CmdBufType::None:
procs = backendProcs;
cDevice = backendDevice;
break;
case CmdBufType::Terrible: {
c2sBuf = new utils::TerribleCommandBuffer();
s2cBuf = new utils::TerribleCommandBuffer();
dawn_wire::WireServerDescriptor serverDesc = {};
serverDesc.procs = &backendProcs;
serverDesc.serializer = s2cBuf;
wireServer = new dawn_wire::WireServer(serverDesc);
c2sBuf->SetHandler(wireServer);
dawn_wire::WireClientDescriptor clientDesc = {};
clientDesc.serializer = c2sBuf;
wireClient = new dawn_wire::WireClient(clientDesc);
procs = dawn_wire::client::GetProcs();
s2cBuf->SetHandler(wireClient);
auto deviceReservation = wireClient->ReserveDevice();
wireServer->InjectDevice(backendDevice, deviceReservation.id,
deviceReservation.generation);
cDevice = deviceReservation.device;
} break;
}
dawnProcSetProcs(&procs);
procs.deviceSetUncapturedErrorCallback(cDevice, PrintDeviceError, nullptr);
return wgpu::Device::Acquire(cDevice);
}
uint64_t GetSwapChainImplementation() {
return binding->GetSwapChainImplementation();
}
wgpu::TextureFormat GetPreferredSwapChainTextureFormat() {
DoFlush();
return static_cast<wgpu::TextureFormat>(binding->GetPreferredSwapChainTextureFormat());
}
wgpu::SwapChain GetSwapChain(const wgpu::Device& device) {
wgpu::SwapChainDescriptor swapChainDesc;
swapChainDesc.implementation = GetSwapChainImplementation();
return device.CreateSwapChain(nullptr, &swapChainDesc);
}
wgpu::TextureView CreateDefaultDepthStencilView(const wgpu::Device& device) {
wgpu::TextureDescriptor descriptor;
descriptor.dimension = wgpu::TextureDimension::e2D;
descriptor.size.width = 640;
descriptor.size.height = 480;
descriptor.size.depthOrArrayLayers = 1;
descriptor.sampleCount = 1;
descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8;
descriptor.mipLevelCount = 1;
descriptor.usage = wgpu::TextureUsage::RenderAttachment;
auto depthStencilTexture = device.CreateTexture(&descriptor);
return depthStencilTexture.CreateView();
}
bool InitSample(int argc, const char** argv) {
for (int i = 1; i < argc; i++) {
if (std::string("-b") == argv[i] || std::string("--backend") == argv[i]) {
i++;
if (i < argc && std::string("d3d12") == argv[i]) {
backendType = wgpu::BackendType::D3D12;
continue;
}
if (i < argc && std::string("metal") == argv[i]) {
backendType = wgpu::BackendType::Metal;
continue;
}
if (i < argc && std::string("null") == argv[i]) {
backendType = wgpu::BackendType::Null;
continue;
}
if (i < argc && std::string("opengl") == argv[i]) {
backendType = wgpu::BackendType::OpenGL;
continue;
}
if (i < argc && std::string("opengles") == argv[i]) {
backendType = wgpu::BackendType::OpenGLES;
continue;
}
if (i < argc && std::string("vulkan") == argv[i]) {
backendType = wgpu::BackendType::Vulkan;
continue;
}
fprintf(stderr,
"--backend expects a backend name (opengl, opengles, metal, d3d12, null, "
"vulkan)\n");
return false;
}
if (std::string("-c") == argv[i] || std::string("--command-buffer") == argv[i]) {
i++;
if (i < argc && std::string("none") == argv[i]) {
cmdBufType = CmdBufType::None;
continue;
}
if (i < argc && std::string("terrible") == argv[i]) {
cmdBufType = CmdBufType::Terrible;
continue;
}
fprintf(stderr, "--command-buffer expects a command buffer name (none, terrible)\n");
return false;
}
if (std::string("-h") == argv[i] || std::string("--help") == argv[i]) {
printf("Usage: %s [-b BACKEND] [-c COMMAND_BUFFER]\n", argv[0]);
printf(" BACKEND is one of: d3d12, metal, null, opengl, opengles, vulkan\n");
printf(" COMMAND_BUFFER is one of: none, terrible\n");
return false;
}
}
return true;
}
void DoFlush() {
if (cmdBufType == CmdBufType::Terrible) {
bool c2sSuccess = c2sBuf->Flush();
bool s2cSuccess = s2cBuf->Flush();
ASSERT(c2sSuccess && s2cSuccess);
}
glfwPollEvents();
}
bool ShouldQuit() {
return glfwWindowShouldClose(window);
}
GLFWwindow* GetGLFWWindow() {
return window;
}