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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 <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();
}
}
}