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-rw-r--r--examples/shader-toy/main.cpp106
1 files changed, 62 insertions, 44 deletions
diff --git a/examples/shader-toy/main.cpp b/examples/shader-toy/main.cpp
index 42054beae..549dbef73 100644
--- a/examples/shader-toy/main.cpp
+++ b/examples/shader-toy/main.cpp
@@ -21,16 +21,16 @@ using Slang::ComPtr;
//
#include "core/slang-basic.h"
#include "examples/example-base/example-base.h"
-#include "gfx-util/shader-cursor.h"
#include "platform/performance-counter.h"
#include "platform/window.h"
-#include "slang-gfx.h"
+#include "slang-rhi.h"
+#include "slang-rhi/shader-cursor.h"
#include <chrono>
static const ExampleResources resourceBase("shader-toy");
-using namespace gfx;
+using namespace rhi;
// In order to display a shader toy effect using rasterization-based shader
// execution we need to render a full-screen triangle. We will define a
@@ -83,15 +83,15 @@ struct ShaderToyApp : public WindowedAppBase
// The main interesting part of the host application code is where we
// load, compile, inspect, and compose the Slang shader code.
//
- Result loadShaderProgram(gfx::IDevice* device, ComPtr<gfx::IShaderProgram>& outShaderProgram)
+ Result loadShaderProgram(IDevice* device, ComPtr<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.
//
- // 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.
+ // Our example application uses the `slang-rhi` 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(device->getSlangSession(slangSession.writeRef()));
+ slangSession = device->getSlangSession();
// Once the session has been obtained, we can start loading code into it.
//
@@ -269,16 +269,17 @@ struct ShaderToyApp : public WindowedAppBase
diagnoseIfNeeded(diagnosticsBlob);
SLANG_RETURN_ON_FAIL(result);
- gfx::IShaderProgram::Desc programDesc = {};
+ ShaderProgramDesc programDesc = {};
programDesc.slangGlobalScope = linkedProgram.get();
- auto shaderProgram = device->createProgram(programDesc);
+ auto shaderProgram = device->createShaderProgram(programDesc);
outShaderProgram = shaderProgram;
return SLANG_OK;
}
ComPtr<IShaderProgram> gShaderProgram;
- ComPtr<gfx::IPipelineState> gPipelineState;
- ComPtr<gfx::IBufferResource> gVertexBuffer;
+ ComPtr<IPipeline> gPipeline;
+ ComPtr<IBuffer> gVertexBuffer;
+ const Format format = Format::RG32Float;
Result initialize()
{
@@ -296,7 +297,7 @@ struct ShaderToyApp : public WindowedAppBase
}
InputElementDesc inputElements[] = {
- {"POSITION", 0, Format::R32G32_FLOAT, offsetof(FullScreenTriangle::Vertex, position)},
+ {"POSITION", 0, format, offsetof(FullScreenTriangle::Vertex, position)},
};
auto inputLayout = gDevice->createInputLayout(
sizeof(FullScreenTriangle::Vertex),
@@ -305,29 +306,32 @@ struct ShaderToyApp : public WindowedAppBase
if (!inputLayout)
return SLANG_FAIL;
- IBufferResource::Desc vertexBufferDesc;
- vertexBufferDesc.type = IResource::Type::Buffer;
- vertexBufferDesc.sizeInBytes =
+ BufferDesc vertexBufferDesc;
+ vertexBufferDesc.size =
FullScreenTriangle::kVertexCount * sizeof(FullScreenTriangle::Vertex);
- vertexBufferDesc.defaultState = ResourceState::VertexBuffer;
- gVertexBuffer =
- gDevice->createBufferResource(vertexBufferDesc, &FullScreenTriangle::kVertices[0]);
+ vertexBufferDesc.elementSize = sizeof(FullScreenTriangle::Vertex);
+ vertexBufferDesc.usage = BufferUsage::VertexBuffer;
+ gVertexBuffer = gDevice->createBuffer(vertexBufferDesc, &FullScreenTriangle::kVertices[0]);
if (!gVertexBuffer)
return SLANG_FAIL;
SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, gShaderProgram));
// Create pipeline.
- GraphicsPipelineStateDesc desc;
+ ColorTargetDesc colorTarget;
+ colorTarget.format = Format::RGBA8Unorm;
+ RenderPipelineDesc desc;
desc.inputLayout = inputLayout;
desc.program = gShaderProgram;
- desc.framebufferLayout = gFramebufferLayout;
- auto pipelineState = gDevice->createGraphicsPipelineState(desc);
- if (!pipelineState)
+ desc.targetCount = 1;
+ desc.targets = &colorTarget;
+ desc.depthStencil.depthTestEnable = false;
+ desc.depthStencil.depthWriteEnable = false;
+ desc.primitiveTopology = PrimitiveTopology::TriangleList;
+ gPipeline = gDevice->createRenderPipeline(desc);
+ if (!gPipeline)
return SLANG_FAIL;
- gPipelineState = pipelineState;
-
return SLANG_OK;
}
@@ -341,9 +345,9 @@ struct ShaderToyApp : public WindowedAppBase
bool firstTime = true;
platform::TimePoint startTime;
- virtual void renderFrame(int frameIndex) override
+ virtual void renderFrame(ITexture* texture) override
{
- auto commandBuffer = gTransientHeaps[frameIndex]->createCommandBuffer();
+ auto commandEncoder = gQueue->createCommandEncoder();
if (firstTime)
{
startTime = platform::PerformanceCounter::now();
@@ -373,29 +377,43 @@ struct ShaderToyApp : public WindowedAppBase
}
// Encode render commands.
- auto encoder = commandBuffer->encodeRenderCommands(gRenderPass, gFramebuffers[frameIndex]);
-
- gfx::Viewport viewport = {};
- viewport.maxZ = 1.0f;
- viewport.extentX = (float)windowWidth;
- viewport.extentY = (float)windowHeight;
- encoder->setViewportAndScissor(viewport);
- auto rootObject = encoder->bindPipeline(gPipelineState);
+ ComPtr<ITextureView> textureView = gDevice->createTextureView(texture, {});
+ RenderPassColorAttachment colorAttachment = {};
+ colorAttachment.view = textureView;
+ colorAttachment.loadOp = LoadOp::Clear;
+
+ RenderPassDesc renderPass = {};
+ renderPass.colorAttachments = &colorAttachment;
+ renderPass.colorAttachmentCount = 1;
+
+ auto encoder = commandEncoder->beginRenderPass(renderPass);
+
+ RenderState renderState = {};
+ renderState.viewports[0] = Viewport::fromSize(windowWidth, windowHeight);
+ renderState.viewportCount = 1;
+ renderState.scissorRects[0] = ScissorRect::fromSize(windowWidth, windowHeight);
+ renderState.scissorRectCount = 1;
+
+ auto rootObject = encoder->bindPipeline(static_cast<IRenderPipeline*>(gPipeline.get()));
auto constantBuffer = rootObject->getObject(ShaderOffset());
constantBuffer->setData(ShaderOffset(), &uniforms, sizeof(uniforms));
- encoder->setVertexBuffer(0, gVertexBuffer);
- encoder->setPrimitiveTopology(PrimitiveTopology::TriangleList);
- encoder->draw(3);
- encoder->endEncoding();
- commandBuffer->close();
+ renderState.vertexBuffers[0] = gVertexBuffer;
+ renderState.vertexBufferCount = 1;
+ encoder->setRenderState(renderState);
- gQueue->executeCommandBuffer(commandBuffer);
+ DrawArguments drawArgs = {};
+ drawArgs.vertexCount = 3;
+ encoder->draw(drawArgs);
- // We may not have a swapchain if we're running in test mode
- SLANG_ASSERT(isTestMode() || gSwapchain);
- if (gSwapchain)
- gSwapchain->present();
+ encoder->end();
+
+ gQueue->submit(commandEncoder->finish());
+
+ if (!isTestMode())
+ {
+ gSurface->present();
+ }
}
void handleEvent(const platform::MouseEventArgs& event)