summaryrefslogtreecommitdiffstats
path: root/examples/shader-toy
diff options
context:
space:
mode:
authorYong He <yonghe@outlook.com>2021-03-10 10:58:15 -0800
committerGitHub <noreply@github.com>2021-03-10 10:58:15 -0800
commit6ef4054f8a8aea4ec61481057fa7e16aaecde6d7 (patch)
tree66edcae112faff7276c2595865463698bde277fd /examples/shader-toy
parent2765861cdc104e6104a31cf9e20800b8d1dfae26 (diff)
Swapchain resize and rename to `IDevice` (#1741)
* Swapchain resize * Fix.
Diffstat (limited to 'examples/shader-toy')
-rw-r--r--examples/shader-toy/main.cpp168
1 files changed, 103 insertions, 65 deletions
diff --git a/examples/shader-toy/main.cpp b/examples/shader-toy/main.cpp
index 7c22954c0..70bff13a8 100644
--- a/examples/shader-toy/main.cpp
+++ b/examples/shader-toy/main.cpp
@@ -92,7 +92,7 @@ void diagnoseIfNeeded(slang::IBlob* diagnosticsBlob)
// The main interesting part of the host application code is where we
// load, compile, inspect, and compose the Slang shader code.
//
-Result loadShaderProgram(gfx::IRenderer* renderer, ComPtr<gfx::IShaderProgram>& outShaderProgram)
+Result loadShaderProgram(gfx::IDevice* device, ComPtr<gfx::IShaderProgram>& outShaderProgram)
{
// We need to obatin a compilation session (`slang::ISession`) that will provide
// a scope to all the compilation and loading of code we do.
@@ -100,7 +100,7 @@ Result loadShaderProgram(gfx::IRenderer* renderer, ComPtr<gfx::IShaderProgram>&
// Our example application uses the `gfx` graphics API abstraction layer, which already
// creates a Slang compilation session for us, so we just grab and use it here.
ComPtr<slang::ISession> slangSession;
- SLANG_RETURN_ON_FAIL(renderer->getSlangSession(slangSession.writeRef()));
+ SLANG_RETURN_ON_FAIL(device->getSlangSession(slangSession.writeRef()));
// Once the session has been obtained, we can start loading code into it.
//
@@ -322,7 +322,7 @@ Result loadShaderProgram(gfx::IRenderer* renderer, ComPtr<gfx::IShaderProgram>&
programDesc.kernels = &kernelDescs[0];
programDesc.kernelCount = 2;
- auto shaderProgram = renderer->createProgram(programDesc);
+ auto shaderProgram = device->createProgram(programDesc);
outShaderProgram = shaderProgram;
return SLANG_OK;
@@ -333,9 +333,10 @@ int gWindowHeight = 768;
const uint32_t kSwapchainImageCount = 2;
Slang::RefPtr<platform::Window> gWindow;
-Slang::ComPtr<gfx::IRenderer> gRenderer;
+Slang::ComPtr<gfx::IDevice> gDevice;
ComPtr<gfx::IBufferResource> gConstantBuffer;
ComPtr<gfx::IPipelineLayout> gPipelineLayout;
+ComPtr<gfx::IFramebufferLayout> gFramebufferLayout;
ComPtr<gfx::IPipelineState> gPipelineState;
ComPtr<gfx::IDescriptorSet> gDescriptorSet;
ComPtr<gfx::IBufferResource> gVertexBuffer;
@@ -347,7 +348,8 @@ ComPtr<gfx::ICommandQueue> gQueue;
Result initialize()
{
platform::WindowDesc windowDesc;
- windowDesc.title = "Slang Shader Toy";
+ const char* title = "Slang Shader Toy";
+ windowDesc.title = title;
windowDesc.width = gWindowWidth;
windowDesc.height = gWindowHeight;
gWindow = platform::Application::createWindow(windowDesc);
@@ -355,15 +357,21 @@ Result initialize()
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);
- IRenderer::Desc rendererDesc;
- rendererDesc.rendererType = RendererType::DirectX11;
- Result res = gfxCreateRenderer(&rendererDesc, gRenderer.writeRef());
+ IDevice::Desc deviceDesc;
+ deviceDesc.deviceType = DeviceType::Vulkan;
+ 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 = gRenderer->createCommandQueue(queueDesc);
+ gQueue = gDevice->createCommandQueue(queueDesc);
int constantBufferSize = sizeof(Uniforms);
@@ -372,15 +380,14 @@ Result initialize()
constantBufferDesc.setDefaults(IResource::Usage::ConstantBuffer);
constantBufferDesc.cpuAccessFlags = IResource::AccessFlag::Write;
- gConstantBuffer = gRenderer->createBufferResource(
- IResource::Usage::ConstantBuffer,
- constantBufferDesc);
+ gConstantBuffer =
+ gDevice->createBufferResource(IResource::Usage::ConstantBuffer, constantBufferDesc);
if(!gConstantBuffer) return SLANG_FAIL;
InputElementDesc inputElements[] = {
{ "POSITION", 0, Format::RG_Float32, offsetof(FullScreenTriangle::Vertex, position) },
};
- auto inputLayout = gRenderer->createInputLayout(
+ auto inputLayout = gDevice->createInputLayout(
&inputElements[0],
SLANG_COUNT_OF(inputElements));
if(!inputLayout) return SLANG_FAIL;
@@ -388,14 +395,14 @@ Result initialize()
IBufferResource::Desc vertexBufferDesc;
vertexBufferDesc.init(FullScreenTriangle::kVertexCount * sizeof(FullScreenTriangle::Vertex));
vertexBufferDesc.setDefaults(IResource::Usage::VertexBuffer);
- gVertexBuffer = gRenderer->createBufferResource(
+ gVertexBuffer = gDevice->createBufferResource(
IResource::Usage::VertexBuffer,
vertexBufferDesc,
&FullScreenTriangle::kVertices[0]);
if(!gVertexBuffer) return SLANG_FAIL;
ComPtr<IShaderProgram> shaderProgram;
- SLANG_RETURN_ON_FAIL(loadShaderProgram(gRenderer, shaderProgram));
+ SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, shaderProgram));
IDescriptorSetLayout::SlotRangeDesc slotRanges[] =
{
@@ -404,7 +411,7 @@ Result initialize()
IDescriptorSetLayout::Desc descriptorSetLayoutDesc;
descriptorSetLayoutDesc.slotRangeCount = 1;
descriptorSetLayoutDesc.slotRanges = &slotRanges[0];
- auto descriptorSetLayout = gRenderer->createDescriptorSetLayout(descriptorSetLayoutDesc);
+ auto descriptorSetLayout = gDevice->createDescriptorSetLayout(descriptorSetLayoutDesc);
if(!descriptorSetLayout) return SLANG_FAIL;
IPipelineLayout::DescriptorSetDesc descriptorSets[] =
@@ -415,12 +422,13 @@ Result initialize()
pipelineLayoutDesc.renderTargetCount = 1;
pipelineLayoutDesc.descriptorSetCount = 1;
pipelineLayoutDesc.descriptorSets = &descriptorSets[0];
- auto pipelineLayout = gRenderer->createPipelineLayout(pipelineLayoutDesc);
+ auto pipelineLayout = gDevice->createPipelineLayout(pipelineLayoutDesc);
if(!pipelineLayout) return SLANG_FAIL;
gPipelineLayout = pipelineLayout;
- auto descriptorSet = gRenderer->createDescriptorSet(descriptorSetLayout, IDescriptorSet::Flag::Transient);
+ auto descriptorSet =
+ gDevice->createDescriptorSet(descriptorSetLayout, IDescriptorSet::Flag::Transient);
if(!descriptorSet) return SLANG_FAIL;
descriptorSet->setConstantBuffer(0, 0, gConstantBuffer);
@@ -436,7 +444,7 @@ Result initialize()
swapchainDesc.queue = gQueue;
gfx::WindowHandle windowHandle;
memcpy(&windowHandle, &gWindow->getNativeHandle(), sizeof(windowHandle));
- gSwapchain = gRenderer->createSwapchain(swapchainDesc, windowHandle);
+ gSwapchain = gDevice->createSwapchain(swapchainDesc, windowHandle);
IFramebufferLayout::AttachmentLayout renderTargetLayout = {gSwapchain->getDesc().format, 1};
IFramebufferLayout::AttachmentLayout depthLayout = {gfx::Format::D_Float32, 1};
@@ -444,58 +452,18 @@ Result initialize()
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());
+ gDevice->createFramebufferLayout(framebufferLayoutDesc, gFramebufferLayout.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);
- }
+ createSwapchainFramebuffers();
// Create pipeline.
GraphicsPipelineStateDesc desc;
desc.inputLayout = inputLayout;
desc.program = shaderProgram;
- desc.framebufferLayout = framebufferLayout;
+ desc.framebufferLayout = gFramebufferLayout;
desc.pipelineLayout = pipelineLayout;
- auto pipelineState = gRenderer->createGraphicsPipelineState(desc);
+ auto pipelineState = gDevice->createGraphicsPipelineState(desc);
if (!pipelineState)
return SLANG_FAIL;
@@ -503,7 +471,7 @@ Result initialize()
// Create render pass.
gfx::IRenderPassLayout::Desc renderPassDesc = {};
- renderPassDesc.framebufferLayout = framebufferLayout;
+ renderPassDesc.framebufferLayout = gFramebufferLayout;
renderPassDesc.renderTargetCount = 1;
IRenderPassLayout::AttachmentAccessDesc renderTargetAccess = {};
IRenderPassLayout::AttachmentAccessDesc depthStencilAccess = {};
@@ -517,7 +485,7 @@ Result initialize()
depthStencilAccess.finalState = ResourceState::DepthWrite;
renderPassDesc.renderTargetAccess = &renderTargetAccess;
renderPassDesc.depthStencilAccess = &depthStencilAccess;
- gRenderPass = gRenderer->createRenderPassLayout(renderPassDesc);
+ gRenderPass = gDevice->createRenderPassLayout(renderPassDesc);
return SLANG_OK;
}
@@ -534,6 +502,9 @@ platform::TimePoint startTime;
void renderFrame()
{
auto frameIndex = gSwapchain->acquireNextImage();
+ if (frameIndex == -1)
+ return;
+
auto commandBuffer = gQueue->createCommandBuffer();
if( firstTime )
{
@@ -599,6 +570,73 @@ void handleEvent(const platform::MouseEventArgs& event)
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()