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authorYong He <yonghe@outlook.com>2021-03-31 11:35:17 -0700
committerGitHub <noreply@github.com>2021-03-31 11:35:17 -0700
commit3f1632a1450a5879f337b4bd178e48880cd583f8 (patch)
treedb4adc2ac0f6113dfd4a97a0e2f7a0c4312ef48b /examples/shader-toy/main.cpp
parent5fde038b1a6b3c8b335cd5b380c3ee8d15403052 (diff)
`gfx` explicit transient resource management. (#1774)
Diffstat (limited to 'examples/shader-toy/main.cpp')
-rw-r--r--examples/shader-toy/main.cpp182
1 files changed, 12 insertions, 170 deletions
diff --git a/examples/shader-toy/main.cpp b/examples/shader-toy/main.cpp
index c4424b294..a142c3c15 100644
--- a/examples/shader-toy/main.cpp
+++ b/examples/shader-toy/main.cpp
@@ -23,6 +23,7 @@ using Slang::ComPtr;
#include "tools/gfx-util/shader-cursor.h"
#include "tools/platform/window.h"
#include "tools/platform/performance-counter.h"
+#include "examples/example-base/example-base.h"
#include "source/core/slang-basic.h"
#include <chrono>
@@ -54,7 +55,7 @@ const FullScreenTriangle::Vertex FullScreenTriangle::kVertices[FullScreenTriangl
// The application itself will be encapsulated in a C++ `struct` type
// so that it can easily scope its state without use of global variables.
//
-struct ShaderToyApp
+struct ShaderToyApp : public WindowedAppBase
{
// The uniform data used by the shader is defined here as a simple
@@ -284,48 +285,17 @@ Result loadShaderProgram(gfx::IDevice* device, ComPtr<gfx::IShaderProgram>& outS
return SLANG_OK;
}
-int gWindowWidth = 1024;
-int gWindowHeight = 768;
-static const uint32_t kSwapchainImageCount = 2;
-
-Slang::RefPtr<platform::Window> gWindow;
-Slang::ComPtr<gfx::IDevice> gDevice;
ComPtr<IShaderProgram> gShaderProgram;
ComPtr<gfx::IShaderObject> gRootObject[kSwapchainImageCount];
-ComPtr<gfx::IFramebufferLayout> gFramebufferLayout;
ComPtr<gfx::IPipelineState> gPipelineState;
ComPtr<gfx::IBufferResource> gVertexBuffer;
-ComPtr<gfx::ISwapchain> gSwapchain;
-Slang::List<ComPtr<gfx::IFramebuffer>> gFramebuffers;
-ComPtr<gfx::IRenderPassLayout> gRenderPass;
-ComPtr<gfx::ICommandQueue> gQueue;
Result initialize()
{
- platform::WindowDesc windowDesc;
- const char* title = "Slang Shader Toy";
- windowDesc.title = title;
- windowDesc.width = gWindowWidth;
- windowDesc.height = gWindowHeight;
- gWindow = platform::Application::createWindow(windowDesc);
- gWindow->events.mainLoop = [this]() { renderFrame(); };
+ initializeBase("Shader Toy", 1024, 768);
gWindow->events.mouseMove = [this](const platform::MouseEventArgs& e) { handleEvent(e); };
gWindow->events.mouseUp = [this](const platform::MouseEventArgs& e) { handleEvent(e); };
gWindow->events.mouseDown = [this](const platform::MouseEventArgs& e) { handleEvent(e); };
- gWindow->events.sizeChanged = Slang::Action<>(this, &ShaderToyApp::windowSizeChanged);
-
- IDevice::Desc deviceDesc;
- Result res = gfxCreateDevice(&deviceDesc, gDevice.writeRef());
- if(SLANG_FAILED(res)) return res;
-
- auto deviceInfo = gDevice->getDeviceInfo();
- Slang::StringBuilder titleSb;
- titleSb << title << " (" << deviceInfo.apiName << ": " << deviceInfo.adapterName << ")";
- gWindow->setText(titleSb.getBuffer());
-
- ICommandQueue::Desc queueDesc = {};
- queueDesc.type = ICommandQueue::QueueType::Graphics;
- gQueue = gDevice->createCommandQueue(queueDesc);
InputElementDesc inputElements[] = {
{ "POSITION", 0, Format::RG_Float32, offsetof(FullScreenTriangle::Vertex, position) },
@@ -346,26 +316,6 @@ Result initialize()
SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, gShaderProgram));
- // Create swapchain and framebuffers.
- gfx::ISwapchain::Desc swapchainDesc = {};
- swapchainDesc.format = gfx::Format::RGBA_Unorm_UInt8;
- swapchainDesc.width = gWindowWidth;
- swapchainDesc.height = gWindowHeight;
- swapchainDesc.imageCount = kSwapchainImageCount;
- swapchainDesc.queue = gQueue;
- gSwapchain = gDevice->createSwapchain(swapchainDesc, gWindow->getNativeHandle().convert<gfx::WindowHandle>());
-
- 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;
- SLANG_RETURN_ON_FAIL(
- gDevice->createFramebufferLayout(framebufferLayoutDesc, gFramebufferLayout.writeRef()));
-
- createSwapchainFramebuffers();
-
// Create pipeline.
GraphicsPipelineStateDesc desc;
desc.inputLayout = inputLayout;
@@ -377,23 +327,6 @@ Result initialize()
gPipelineState = pipelineState;
- // Create render pass.
- gfx::IRenderPassLayout::Desc renderPassDesc = {};
- renderPassDesc.framebufferLayout = gFramebufferLayout;
- renderPassDesc.renderTargetCount = 1;
- IRenderPassLayout::AttachmentAccessDesc renderTargetAccess = {};
- IRenderPassLayout::AttachmentAccessDesc depthStencilAccess = {};
- renderTargetAccess.loadOp = IRenderPassLayout::AttachmentLoadOp::Clear;
- renderTargetAccess.storeOp = IRenderPassLayout::AttachmentStoreOp::Store;
- renderTargetAccess.initialState = ResourceState::Undefined;
- renderTargetAccess.finalState = ResourceState::Present;
- depthStencilAccess.loadOp = IRenderPassLayout::AttachmentLoadOp::Clear;
- depthStencilAccess.storeOp = IRenderPassLayout::AttachmentStoreOp::Store;
- depthStencilAccess.initialState = ResourceState::Undefined;
- depthStencilAccess.finalState = ResourceState::DepthWrite;
- renderPassDesc.renderTargetAccess = &renderTargetAccess;
- renderPassDesc.depthStencilAccess = &depthStencilAccess;
- gRenderPass = gDevice->createRenderPassLayout(renderPassDesc);
return SLANG_OK;
}
@@ -407,13 +340,9 @@ float clickMouseY = 0.0f;
bool firstTime = true;
platform::TimePoint startTime;
-void renderFrame()
+virtual void renderFrame(int frameIndex) override
{
- auto frameIndex = gSwapchain->acquireNextImage();
- if (frameIndex == -1)
- return;
-
- auto commandBuffer = gQueue->createCommandBuffer();
+ auto commandBuffer = gTransientHeaps[frameIndex]->createCommandBuffer();
if( firstTime )
{
startTime = platform::PerformanceCounter::now();
@@ -438,8 +367,8 @@ void renderFrame()
uniforms.iMouse[2] = isMouseDown ? clickMouseX : -clickMouseX;
uniforms.iMouse[3] = isMouseClick ? clickMouseY : -clickMouseY;
uniforms.iTime = platform::PerformanceCounter::getElapsedTimeInSeconds(startTime);
- uniforms.iResolution[0] = float(gWindowWidth);
- uniforms.iResolution[1] = float(gWindowHeight);
+ uniforms.iResolution[0] = float(windowWidth);
+ uniforms.iResolution[1] = float(windowHeight);
}
gRootObject[frameIndex] = gDevice->createRootShaderObject(gShaderProgram);
@@ -451,8 +380,8 @@ void renderFrame()
gfx::Viewport viewport = {};
viewport.maxZ = 1.0f;
- viewport.extentX = (float)gWindowWidth;
- viewport.extentY = (float)gWindowHeight;
+ viewport.extentX = (float)windowWidth;
+ viewport.extentY = (float)windowHeight;
encoder->setViewportAndScissor(viewport);
encoder->setPipelineState(gPipelineState);
encoder->bindRootShaderObject(gRootObject[frameIndex]);
@@ -466,101 +395,14 @@ void renderFrame()
gSwapchain->present();
}
-void finalize()
-{
- gQueue->wait();
-}
-
void handleEvent(const platform::MouseEventArgs& event)
{
isMouseDown = ((int)event.buttons & (int)platform::ButtonState::Enum::LeftButton) != 0;
lastMouseX = (float)event.x;
lastMouseY = (float)event.y;
}
-
-void createSwapchainFramebuffers()
-{
- gFramebuffers.clear();
- 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 = gDevice->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 =
- gDevice->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 =
- gDevice->createTextureView(depthBufferResource.get(), depthBufferViewDesc);
-
- gfx::IFramebuffer::Desc framebufferDesc;
- framebufferDesc.renderTargetCount = 1;
- framebufferDesc.depthStencilView = dsv.get();
- framebufferDesc.renderTargetViews = rtv.readRef();
- framebufferDesc.layout = gFramebufferLayout;
- ComPtr<gfx::IFramebuffer> frameBuffer = gDevice->createFramebuffer(framebufferDesc);
- gFramebuffers.add(frameBuffer);
- }
-}
-
-void windowSizeChanged()
-{
- // Wait for the GPU to finish.
- gQueue->wait();
-
- auto clientRect = gWindow->getClientRect();
- if (clientRect.width > 0 && clientRect.height > 0)
- {
- // Free all framebuffers before resizing swapchain.
- gFramebuffers = decltype(gFramebuffers)();
-
- // Resize swapchain.
- if (gSwapchain->resize(clientRect.width, clientRect.height) == SLANG_OK)
- {
- // Recreate framebuffers for each swapchain back buffer image.
- createSwapchainFramebuffers();
- gWindowWidth = clientRect.width;
- gWindowHeight = clientRect.height;
- }
- }
-}
-
};
-int innerMain()
-{
- ShaderToyApp app;
-
- if (SLANG_FAILED(app.initialize()))
- {
- return -1;
- }
-
- platform::Application::run(app.gWindow);
-
- app.finalize();
-
- return 0;
-}
-
-PLATFORM_UI_MAIN(innerMain)
+// This macro instantiates an appropriate main function to
+// run the application defined above.
+PLATFORM_UI_MAIN(innerMain<ShaderToyApp>)