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/*
* Copyright (C) 2017 Apple Inc. All rights reserved.
*
* 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. 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.
*/
// Example.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "Example.h"
#include <vector>
#include <cstdio>
#include <cassert>
#include <fstream>
#include <queue>
#include <boost/optional.hpp>
#include <WebGPU.h>
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
WCHAR szTitle[MAX_LOADSTRING]; // The title bar text
WCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
HWND hWnd;
std::unique_ptr<WebGPU::Device> device;
WebGPU::Queue* commandQueue = nullptr;
WebGPU::RenderState* renderState = nullptr;
WebGPU::RenderState* renderStateRTT = nullptr;
WebGPU::ComputeState* computeState = nullptr;
std::unique_ptr<WebGPU::BufferHolder> buffer;
std::unique_ptr<WebGPU::TextureHolder> texture;
std::unique_ptr<WebGPU::BufferHolder> vertexBuffer;
std::unique_ptr<WebGPU::BufferHolder> vertexBufferRTT;
std::unique_ptr<WebGPU::SamplerHolder> sampler;
std::queue<boost::unique_future<std::vector<uint8_t>>> futureQueue;
bool initializedBuffers = false;
float t = 0;
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
static std::vector<uint8_t> readFile(const std::string& filename) {
std::ifstream file(filename.c_str(), std::ios::in | std::ios::binary | std::ios::ate);
assert(file.is_open());
auto size = file.tellg();
std::vector<uint8_t> result(size);
file.seekg(0, std::ios::beg);
file.read(reinterpret_cast<char*>(result.data()), size);
assert(file.tellg() == size);
return result;
}
static void drawWebGPU() {
if (!commandQueue || !renderState || !buffer || !vertexBuffer || !vertexBufferRTT || !renderStateRTT || !texture)
return;
WINDOWINFO windowInfo;
auto success = GetWindowInfo(hWnd, &windowInfo);
assert(success);
auto width = windowInfo.rcClient.right - windowInfo.rcClient.left;
auto height = windowInfo.rcClient.bottom - windowInfo.rcClient.top;
while (!futureQueue.empty() && futureQueue.front().is_ready() && futureQueue.front().has_value()) {
const auto& data = futureQueue.front().get();
float t = *reinterpret_cast<const float*>(data.data());
std::ostringstream ss;
ss << "T has value " << t << std::endl;
OutputDebugStringA(ss.str().c_str());
futureQueue.pop();
}
if (!initializedBuffers) {
auto hostAccessPass = commandQueue->createHostAccessPass();
std::vector<uint8_t> bufferContents(sizeof(float));
for (std::size_t i = 0; i < sizeof(float); ++i)
bufferContents[i] = reinterpret_cast<uint8_t*>(&t)[i];
hostAccessPass->overwriteBuffer(buffer->get(), bufferContents);
std::vector<float> vertexBufferContents = { -1, 1, -1, -1, 1, -1, 1, -1, 1, 1, -1, 1 };
std::vector<uint8_t> vertexBufferRawContents(sizeof(float) * 12);
for (std::size_t i = 0; i < vertexBufferContents.size(); ++i) {
float value = vertexBufferContents[i];
for (std::size_t j = 0; j < sizeof(float); ++j)
vertexBufferRawContents[sizeof(float) * i + j] = reinterpret_cast<uint8_t*>(&value)[j];
}
hostAccessPass->overwriteBuffer(vertexBuffer->get(), vertexBufferRawContents);
std::vector<float> vertexBufferContentsRTT = { -0.5, 0.5, 0, -0.5, 0.5, 1.0 };
std::vector<uint8_t> vertexBufferRawContentsRTT(sizeof(float) * 6);
for (std::size_t i = 0; i < vertexBufferContentsRTT.size(); ++i) {
float value = vertexBufferContentsRTT[i];
for (std::size_t j = 0; j < sizeof(float); ++j)
vertexBufferRawContentsRTT[sizeof(float) * i + j] = reinterpret_cast<uint8_t*>(&value)[j];
}
hostAccessPass->overwriteBuffer(vertexBufferRTT->get(), vertexBufferRawContentsRTT);
commandQueue->commitHostAccessPass(std::move(hostAccessPass));
initializedBuffers = true;
}
auto computePass = commandQueue->createComputePass();
computePass->setComputeState(*computeState);
computePass->setResources(0, { WebGPU::ShaderStorageBufferObjectReference(buffer->get()) });
computePass->dispatch(1, 1, 1);
commandQueue->commitComputePass(std::move(computePass));
std::vector<std::reference_wrapper<WebGPU::Texture>> rtt = { texture->get() };
auto renderPass = commandQueue->createRenderPass(&rtt);
renderPass->setRenderState(*renderStateRTT);
renderPass->setVertexAttributeBuffers({ vertexBufferRTT->get() });
renderPass->setResources(0, { WebGPU::UniformBufferObjectReference(buffer->get()) });
renderPass->setViewport(0, 0, width, height);
renderPass->setScissorRect(0, 0, width, height);
renderPass->draw(3);
commandQueue->commitRenderPass(std::move(renderPass));
auto renderPass2 = commandQueue->createRenderPass(nullptr);
renderPass2->setRenderState(*renderState);
renderPass2->setVertexAttributeBuffers({ vertexBuffer->get() });
renderPass2->setResources(0, { WebGPU::UniformBufferObjectReference(buffer->get()), WebGPU::TextureReference(texture->get()), WebGPU::SamplerReference(sampler->get()) });
renderPass2->setViewport(0, 0, width, height);
renderPass2->setScissorRect(0, 0, width, height);
renderPass2->draw(6);
commandQueue->commitRenderPass(std::move(renderPass2));
auto hostAccessPass = commandQueue->createHostAccessPass();
futureQueue.emplace(hostAccessPass->getBufferContents(buffer->get()));
commandQueue->commitHostAccessPass(std::move(hostAccessPass));
commandQueue->present();
}
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: Place code here.
// Initialize global strings
LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadStringW(hInstance, IDC_EXAMPLE, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
/*
#version 460
layout(location = 0) in vec2 position;
layout(std140, binding = 0) uniform buf {
float t;
};
void main() {
float time = t / 10;
vec2 delta = vec2(cos(time), sin(time));
delta = delta * 0.5;
gl_Position = vec4(position + delta, 0.5, 1);
}
glslangValidator -g -o "C:\Users\lithe\Documents\VertexShader.spv" -V -H "C:\Users\lithe\Documents\VertexShader.vert" -S vert
#version 460
layout (location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(1, 0, 0, 1);
}
glslangValidator -g -o "C:\Users\lithe\Documents\FragmentShader.spv" -V -H "C:\Users\lithe\Documents\FragmentShader.frag" -S frag
#version 460
layout(location = 0) in vec2 position;
layout(location = 0) out vec2 texCoord;
layout(std140, binding = 0) uniform buf {
float t;
};
void main() {
texCoord = position;
gl_Position = vec4(position, 0.5, 1);
}
glslangValidator -g -o "C:\Users\lithe\Documents\VertexShader2.spv" -V -H "C:\Users\lithe\Documents\VertexShader2.vert" -S vert
struct Result {
float4 color : SV_Target0;
};
Texture2D<float4> inputTexture : register(t1);
SamplerState inputSampler : register(s2);
Result main(float2 texCoord : TEXCOORD0)
{
Result result;
float4 sampleResult = inputTexture.Sample(inputSampler, texCoord);
result.color = float4(sampleResult.rgb, 1.0f);
return result;
}
dxc.exe -spirv -T ps_6_0 "C:\Users\lithe\Documents\PixelShader.hlsl" -Fo "C:\Users\lithe\Documents\FragmentShader2.spv"
*/
commandQueue = &device->getCommandQueue();
auto vertexShaderRTT = readFile("C:\\Users\\lithe\\Documents\\VertexShader.spv");
auto fragmentShaderRTT = readFile("C:\\Users\\lithe\\Documents\\FragmentShader.spv");
auto computeShader = readFile("C:\\Users\\lithe\\Documents\\ComputeShader.spv");
auto vertexShader = readFile("C:\\Users\\lithe\\Documents\\VertexShader2.spv");
auto fragmentShader = readFile("C:\\Users\\lithe\\Documents\\FragmentShader2.spv");
vertexBufferRTT = std::unique_ptr<WebGPU::BufferHolder>(new WebGPU::BufferHolder(device->getBuffer(static_cast<unsigned int>(sizeof(float) * 6))));
buffer = std::unique_ptr<WebGPU::BufferHolder>(new WebGPU::BufferHolder(device->getBuffer(static_cast<unsigned int>(sizeof(float)))));
vertexBuffer = std::unique_ptr<WebGPU::BufferHolder>(new WebGPU::BufferHolder(device->getBuffer(static_cast<unsigned int>(sizeof(float) * 12))));
sampler = std::unique_ptr<WebGPU::SamplerHolder>(new WebGPU::SamplerHolder(device->getSampler(WebGPU::AddressMode::Repeat, WebGPU::Filter::Linear)));
WINDOWINFO windowInfo;
auto success = GetWindowInfo(hWnd, &windowInfo);
assert(success);
texture = std::unique_ptr<WebGPU::TextureHolder>(new WebGPU::TextureHolder(device->getTexture(windowInfo.rcClient.right - windowInfo.rcClient.left, windowInfo.rcClient.bottom - windowInfo.rcClient.top, WebGPU::PixelFormat::RGBA8)));
std::vector<WebGPU::RenderState::VertexAttribute> vertexAttributes = { {WebGPU::RenderState::VertexFormat::Float2, 0, 0} };
std::vector<WebGPU::PixelFormat> colorPixelFormats = { WebGPU::PixelFormat::RGBA8 };
renderStateRTT = &device->getRenderState(vertexShaderRTT, "main", fragmentShaderRTT, "main", { 8 }, vertexAttributes, { { WebGPU::ResourceType::UniformBufferObject } }, &colorPixelFormats);
renderState = &device->getRenderState(vertexShader, "main", fragmentShader, "main", { 8 }, vertexAttributes, { { WebGPU::ResourceType::UniformBufferObject, WebGPU::ResourceType::Texture, WebGPU::ResourceType::Sampler } }, nullptr);
computeState = &device->getComputeState(computeShader, "main", { { WebGPU::ResourceType::ShaderStorageBufferObject } });
drawWebGPU();
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_EXAMPLE));
MSG msg;
// Main message loop:
while (GetMessage(&msg, nullptr, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
RedrawWindow(hWnd, nullptr, nullptr, RDW_INTERNALPAINT);
}
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_EXAMPLE));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassExW(&wcex);
}
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
hWnd = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
if (!hWnd)
{
return FALSE;
}
device = WebGPU::Device::create(hInstance, hWnd);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
drawWebGPU();
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}