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authorYong He <yonghe@outlook.com>2021-02-24 15:43:43 -0800
committerGitHub <noreply@github.com>2021-02-24 15:43:43 -0800
commit9b7a007c31072bc9aebd1134aa4f1bfd28a4c541 (patch)
treeb71a48eb30b3b09ab4e77e40dc1c68ecd854ef82 /examples/hello-world/main.cpp
parentd66b30729029bdb43892e05c9c80fd56ac95a24f (diff)
Explicit swapchain interface in `gfx`. (#1726)
* Explicit swapchain interface in `gfx`. * Correctly return nullptr when `IRenderer` creation failed. * Fix crashes on CUDA tests. * Cleanups.
Diffstat (limited to 'examples/hello-world/main.cpp')
-rw-r--r--examples/hello-world/main.cpp102
1 files changed, 89 insertions, 13 deletions
diff --git a/examples/hello-world/main.cpp b/examples/hello-world/main.cpp
index 49fe2ec67..f0ea3eb2a 100644
--- a/examples/hello-world/main.cpp
+++ b/examples/hello-world/main.cpp
@@ -201,6 +201,7 @@ gfx::Result loadShaderProgram(
//
int gWindowWidth = 1024;
int gWindowHeight = 768;
+const uint32_t kSwapchainImageCount = 2;
// We will define global variables for the various platform and
// graphics API objects that our application needs:
@@ -213,10 +214,10 @@ gfx::ApplicationContext* gAppContext;
gfx::Window* gWindow;
Slang::ComPtr<gfx::IRenderer> gRenderer;
-//ComPtr<gfx::IShaderObjectLayout> gRootLayout;
ComPtr<gfx::IPipelineState> gPipelineState;
ComPtr<gfx::IShaderObject> gRootObject;
-
+ComPtr<gfx::ISwapchain> gSwapchain;
+List<ComPtr<gfx::IFramebuffer>> gFramebuffers;
ComPtr<gfx::IBufferResource> gVertexBuffer;
// Now that we've covered the function that actually loads and
@@ -242,9 +243,7 @@ Slang::Result initialize()
//
IRenderer::Desc rendererDesc = {};
rendererDesc.rendererType = gfx::RendererType::DirectX11;
- rendererDesc.width = gWindowWidth;
- rendererDesc.height = gWindowHeight;
- gfx::Result res = gfxCreateRenderer(&rendererDesc, getPlatformWindowHandle(gWindow), gRenderer.writeRef());
+ gfx::Result res = gfxCreateRenderer(&rendererDesc, gRenderer.writeRef());
if(SLANG_FAILED(res)) return res;
// Now we will create objects needed to configur the "input assembler"
@@ -311,15 +310,76 @@ Slang::Result initialize()
SLANG_RETURN_ON_FAIL(gRenderer->createRootShaderObject(shaderProgram, rootObject.writeRef()));
gRootObject = rootObject;
+ // Create swapchain and framebuffers.
+ gfx::ISwapchain::Desc swapchainDesc = {};
+ swapchainDesc.format = gfx::Format::RGBA_Unorm_UInt8;
+ swapchainDesc.width = gWindowWidth;
+ swapchainDesc.height = gWindowHeight;
+ swapchainDesc.imageCount = kSwapchainImageCount;
+ gSwapchain = gRenderer->createSwapchain(
+ swapchainDesc, gfx::WindowHandle::FromHwnd(getPlatformWindowHandle(gWindow)));
+
+ IFramebufferLayout::AttachmentLayout renderTargetLayout = {gSwapchain->getDesc().format, 1};
+ IFramebufferLayout::AttachmentLayout depthLayout = {gfx::Format::D_Float32, 1};
+ IFramebufferLayout::Desc framebufferLayoutDesc;
+ framebufferLayoutDesc.renderTargetCount = 1;
+ framebufferLayoutDesc.renderTargets = &renderTargetLayout;
+ framebufferLayoutDesc.depthStencil = &depthLayout;
+ ComPtr<IFramebufferLayout> framebufferLayout;
+ SLANG_RETURN_ON_FAIL(
+ gRenderer->createFramebufferLayout(framebufferLayoutDesc, framebufferLayout.writeRef()));
+
+ for (uint32_t i = 0; i < kSwapchainImageCount; i++)
+ {
+ gfx::ITextureResource::Desc depthBufferDesc;
+ depthBufferDesc.setDefaults(gfx::IResource::Usage::DepthWrite);
+ depthBufferDesc.init2D(
+ gfx::IResource::Type::Texture2D,
+ gfx::Format::D_Float32,
+ gSwapchain->getDesc().width,
+ gSwapchain->getDesc().height,
+ 0);
+
+ ComPtr<gfx::ITextureResource> depthBufferResource = gRenderer->createTextureResource(
+ gfx::IResource::Usage::DepthWrite, depthBufferDesc, nullptr);
+ ComPtr<gfx::ITextureResource> colorBuffer;
+ gSwapchain->getImage(i, colorBuffer.writeRef());
+
+ gfx::IResourceView::Desc colorBufferViewDesc;
+ memset(&colorBufferViewDesc, 0, sizeof(colorBufferViewDesc));
+ colorBufferViewDesc.format = gSwapchain->getDesc().format;
+ colorBufferViewDesc.renderTarget.shape = gfx::IResource::Type::Texture2D;
+ colorBufferViewDesc.type = gfx::IResourceView::Type::RenderTarget;
+ ComPtr<gfx::IResourceView> rtv =
+ gRenderer->createTextureView(colorBuffer.get(), colorBufferViewDesc);
+
+ gfx::IResourceView::Desc depthBufferViewDesc;
+ memset(&depthBufferViewDesc, 0, sizeof(depthBufferViewDesc));
+ depthBufferViewDesc.format = gfx::Format::D_Float32;
+ depthBufferViewDesc.renderTarget.shape = gfx::IResource::Type::Texture2D;
+ depthBufferViewDesc.type = gfx::IResourceView::Type::DepthStencil;
+ ComPtr<gfx::IResourceView> dsv =
+ gRenderer->createTextureView(depthBufferResource.get(), depthBufferViewDesc);
+
+ gfx::IFramebuffer::Desc framebufferDesc;
+ framebufferDesc.renderTargetCount = 1;
+ framebufferDesc.depthStencilView = dsv.get();
+ framebufferDesc.renderTargetViews = rtv.readRef();
+ framebufferDesc.layout = framebufferLayout;
+ ComPtr<gfx::IFramebuffer> frameBuffer = gRenderer->createFramebuffer(framebufferDesc);
+ gFramebuffers.add(frameBuffer);
+ }
+
// Following the D3D12/Vulkan style of API, we need a pipeline state object
// (PSO) to encapsulate the configuration of the overall graphics pipeline.
//
GraphicsPipelineStateDesc desc;
desc.inputLayout = inputLayout;
desc.program = shaderProgram;
- desc.renderTargetCount = 1;
+ desc.framebufferLayout = framebufferLayout;
auto pipelineState = gRenderer->createGraphicsPipelineState(desc);
- if(!pipelineState) return SLANG_FAIL;
+ if (!pipelineState)
+ return SLANG_FAIL;
gPipelineState = pipelineState;
@@ -338,6 +398,17 @@ Slang::Result initialize()
//
void renderFrame()
{
+ gRenderer->beginFrame();
+ uint32_t frameBufferIndex = gSwapchain->acquireNextImage();
+ gRenderer->setFramebuffer(gFramebuffers[frameBufferIndex]);
+
+ gfx::Viewport viewport = {};
+ viewport.maxZ = 1.0f;
+ viewport.extentX = (float)gWindowWidth;
+ viewport.extentY = (float)gWindowHeight;
+ gRenderer->setViewportAndScissor(viewport);
+
+
// We start by clearing our framebuffer, which only has a color target.
//
static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
@@ -349,13 +420,15 @@ void renderFrame()
// basis, even though the data that is loaded does not change
// per-frame (we always use an identity matrix).
//
- static const float kIdentity[] =
+ float identityMatrix[] =
{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
+ gfxGetIdentityProjection(gfxGetProjectionStyle(gRenderer->getRendererType()), identityMatrix);
+
//
// We know that `gRootObject` is a root shader object created
// from our program, and that it is set up to hold values for
@@ -390,7 +463,7 @@ void renderFrame()
// Once we have formed a cursor that "points" at the
// model-view projection matrix, we can set its data directly.
//
- rootCursor["Uniforms"]["modelViewProjection"].setData(kIdentity, sizeof(kIdentity));
+ rootCursor["Uniforms"]["modelViewProjection"].setData(identityMatrix, sizeof(identityMatrix));
//
// Some readers might be concerned about the performance o
// the above operations because of the use of strings. For
@@ -427,14 +500,17 @@ void renderFrame()
// With that, we are done drawing for one frame, and ready for the next.
//
- gRenderer->presentFrame();
+ gRenderer->makeSwapchainImagePresentable(gSwapchain);
+
+ gRenderer->endFrame();
+
+ gSwapchain->present();
}
void finalize()
{
- // All of our graphics API objects are reference-counted,
- // so there isn't any additional cleanup work that needs
- // to be done in this simple example.
+ gRenderer->waitForGpu();
+ destroyWindow(gWindow);
}
};