Exemplo n.º 1
0
        private static IntPtr CreateShader(UInt32[] byte_code, char *label = null)
        {
            IntPtr shader;

            fixed(uint *code = byte_code)
            {
                WGPUShaderModuleSPIRVDescriptor spirv = new WGPUShaderModuleSPIRVDescriptor()
                {
                    chain = new WGPUChainedStruct()
                    {
                        sType = WGPUSType.WGPUSType_ShaderModuleSPIRVDescriptor
                    },
                    codeSize = (uint)byte_code.Length,
                    code     = code
                };

                WGPUShaderModuleDescriptor desc = new WGPUShaderModuleDescriptor()
                {
                    nextInChain = (WGPUChainedStruct *)&spirv,
                    label       = label
                };

                shader = WebGPUNative.wgpuDeviceCreateShaderModule(Device, &desc);
            }

            return(shader);
        }
Exemplo n.º 2
0
        unsafe static void Main()
        {
            Application.SetHighDpiMode(HighDpiMode.SystemAware);
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            var window    = new Form1();
            var device    = Dawn.createDevice(window.Handle);
            var queue     = WebGPUNative.wgpuDeviceGetDefaultQueue(device);
            var swapChain = Dawn.createSwapChain(device, WGPUTextureUsage.WGPUTextureUsage_OutputAttachment, 800, 450, WGPUPresentMode.WGPUPresentMode_Mailbox);

            Triangle.Device    = device;
            Triangle.Queue     = queue;
            Triangle.SwapChain = swapChain;
            TriangleCPP.initialize(device, queue, swapChain);

            Triangle.CreatePipelineAndBuffers();
            //TriangleCPP.initializePipelineAndBuffers(Triangle.pipeline, Triangle.vertBuf, Triangle.indxBuf, Triangle.uRotBuf, Triangle.bindGroup);
            //TriangleCPP.createPipelineAndBuffers();

            window.Show();

            while (true)
            {
                System.Windows.Forms.Application.DoEvents();
                Triangle.redraw();
                //TriangleCPP.redraw();
            }
        }
Exemplo n.º 3
0
        public static WGPUSwapChain CreateSwapChain(WGPUDevice device)
        {
            WGPUSurfaceDescriptorFromCanvasHTMLSelector canvDesc = new WGPUSurfaceDescriptorFromCanvasHTMLSelector
            {
                chain = new WGPUChainedStruct
                {
                    sType = WGPUSType.WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector,
                },
                selector = canvas_str
            };

            WGPUSurfaceDescriptor surfDesc = new WGPUSurfaceDescriptor
            {
                nextInChain = (WGPUChainedStruct *)&canvDesc
            };

            WGPUSurface surface = WebGPUNative.wgpuInstanceCreateSurface(IntPtr.Zero, &surfDesc);

            WGPUSwapChainDescriptor swapDesc = new WGPUSwapChainDescriptor
            {
                usage       = WGPUTextureUsage.WGPUTextureUsage_OutputAttachment,
                format      = WGPUTextureFormat.WGPUTextureFormat_BGRA8Unorm,
                width       = 800,
                height      = 450,
                presentMode = WGPUPresentMode.WGPUPresentMode_Fifo
            };

            return(WebGPUNative.wgpuDeviceCreateSwapChain(device, surface, &swapDesc));;
        }
Exemplo n.º 4
0
        public static bool redraw()
        {
            IntPtr backBufView = WebGPUNative.wgpuSwapChainGetCurrentTextureView(SwapChain); // create textureView

            WGPURenderPassColorAttachmentDescriptor colorDesc = new WGPURenderPassColorAttachmentDescriptor
            {
                attachment = backBufView,
                loadOp     = WGPULoadOp.WGPULoadOp_Clear,
                storeOp    = WGPUStoreOp.WGPUStoreOp_Store,
                clearColor = new WGPUColor
                {
                    r = 0.3f,
                    g = 0.3f,
                    b = 0.3f,
                    a = 1.0f
                }
            };

            WGPURenderPassDescriptor renderPass = new WGPURenderPassDescriptor
            {
                colorAttachmentCount = 1,
                colorAttachments     = &colorDesc
            };

            IntPtr encoder = WebGPUNative.wgpuDeviceCreateCommandEncoder(Device, null); // create encoder
            IntPtr pass    = WebGPUNative.wgpuCommandEncoderBeginRenderPass(encoder, &renderPass);

            // update the rotation
            rotDeg += 0.1f;
            fixed(void *data = &rotDeg)
            {
                WebGPUNative.wgpuQueueWriteBuffer(Queue, uRotBuf, 0, data, sizeof(float));
            }

            // draw the triangle (comment these five lines to simply clear the screen)
            WebGPUNative.wgpuRenderPassEncoderSetPipeline(pass, pipeline);
            WebGPUNative.wgpuRenderPassEncoderSetBindGroup(pass, 0, bindGroup, 0, null);
            WebGPUNative.wgpuRenderPassEncoderSetVertexBuffer(pass, 0, vertBuf, 0, 0);
            WebGPUNative.wgpuRenderPassEncoderSetIndexBufferWithFormat(pass, indxBuf, WGPUIndexFormat.WGPUIndexFormat_Uint16, 0, 0);
            WebGPUNative.wgpuRenderPassEncoderDrawIndexed(pass, 3, 1, 0, 0, 0);

            WebGPUNative.wgpuRenderPassEncoderEndPass(pass);
            WebGPUNative.wgpuRenderPassEncoderRelease(pass);                         // release pass
            IntPtr commands = WebGPUNative.wgpuCommandEncoderFinish(encoder, null);  // create commands

            WebGPUNative.wgpuCommandEncoderRelease(encoder);                         // release encoder

            WebGPUNative.wgpuQueueSubmit(Queue, 1, &commands);
            WebGPUNative.wgpuCommandBufferRelease(commands);                         // release commands

            // TODO EMSCRIPTEN: wgpuSwapChainPresent is unsupported in Emscripten, so what do we do?
            WebGPUNative.wgpuSwapChainPresent(SwapChain);

            WebGPUNative.wgpuTextureViewRelease(backBufView);                        // release textureView

            return(true);
        }
Exemplo n.º 5
0
        /**
         * Helper to create a buffer.
         *
         * \param[in] data pointer to the start of the raw data
         * \param[in] size number of bytes in \a data
         * \param[in] usage type of buffer
         */
        private static IntPtr CreateBuffer(void *data, ulong size, WGPUBufferUsage usage)
        {
            WGPUBufferDescriptor desc = new WGPUBufferDescriptor
            {
                usage = WGPUBufferUsage.WGPUBufferUsage_CopyDst | usage,
                size  = size
            };
            IntPtr buffer = WebGPUNative.wgpuDeviceCreateBuffer(Device, ref desc);

            WebGPUNative.wgpuQueueWriteBuffer(Queue, buffer, 0, data, size);
            return(buffer);
        }
Exemplo n.º 6
0
        public static IntPtr createBindGroupLayout() // ResourceLayout on wave
        {
            WGPUBindGroupLayoutEntry bglEntry = new WGPUBindGroupLayoutEntry
            {
                binding    = 0,
                visibility = WGPUShaderStage.WGPUShaderStage_Vertex,
                type       = WGPUBindingType.WGPUBindingType_UniformBuffer
            };
            WGPUBindGroupLayoutDescriptor bglDesc = new WGPUBindGroupLayoutDescriptor
            {
                entryCount = 1,
                entries    = &bglEntry
            };

            return(WebGPUNative.wgpuDeviceCreateBindGroupLayout(Device, &bglDesc));
        }
Exemplo n.º 7
0
        public static IntPtr CreateBindGroup(IntPtr bindGroupLayout, IntPtr _uRotBuf) // ResourceSet on wave
        {
            WGPUBindGroupEntry bgEntry = new WGPUBindGroupEntry
            {
                binding = 0,
                buffer  = _uRotBuf,
                offset  = 0,
                size    = sizeof(float) // sizeof(rotDeg)
            };

            WGPUBindGroupDescriptor bgDesc = new WGPUBindGroupDescriptor
            {
                layout     = bindGroupLayout,
                entryCount = 1,
                entries    = &bgEntry
            };

            return(WebGPUNative.wgpuDeviceCreateBindGroup(Device, &bgDesc));
        }
Exemplo n.º 8
0
        public static void CreatePipelineAndBuffers()
        {
            IntPtr bindGroupLayout = createBindGroupLayout();

            //IntPtr bindGroupLayout = TriangleCPP.createBindGroupLayout();

            pipeline = CreatePipeline(bindGroupLayout);
            //pipeline = TriangleCPP.createPipeline(bindGroupLayout);

            vertBuf = CreateVertBuffer();
            //vertBuf = TriangleCPP.createVertBuffer();
            indxBuf = CreateIndxBuffer();
            //indxBuf = TriangleCPP.createIndxBuffer();
            uRotBuf = CreateDataBuffer();
            //uRotBuf = TriangleCPP.createDataBuffer();

            bindGroup = CreateBindGroup(bindGroupLayout, uRotBuf);
            //bindGroup = TriangleCPP.createBindGroup(bindGroupLayout, uRotBuf);

            // last bit of clean-up
            WebGPUNative.wgpuBindGroupLayoutRelease(bindGroupLayout);
        }
Exemplo n.º 9
0
        static void Main()
        {
            //Emscripten.wgpu_set_dotnet_entry_point(EntryPoint);
            //Emscripten.wgpu_run();

            var device = Emscripten.CreateDevice(IntPtr.Zero);

            Console.WriteLine("----> Device: " + device);
            var queue = WebGPUNative.wgpuDeviceGetDefaultQueue(device);

            Console.WriteLine("----> Queue: " + device);
            var swapChain = Emscripten.CreateSwapChain(device);

            Console.WriteLine("----> SwapChain: " + device);

            Triangle.Device    = device;
            Triangle.Queue     = queue;
            Triangle.SwapChain = swapChain;

            Triangle.CreatePipelineAndBuffers();
            Console.WriteLine("----> PipelinesAndBuffers!");

            Emscripten.MainLoop(Triangle.redraw);
        }
Exemplo n.º 10
0
        public static IntPtr CreatePipeline(IntPtr bindGroupLayout)
        {
            // Load shaders
            var vertMod = CreateShader(triangleVert);
            //var vertMod = TriangleCPP.createVertShader();
            var fragMod = CreateShader(triangleFrag);
            //var fragMod = TriangleCPP.createFragShader();

            WGPUPipelineLayoutDescriptor layoutDesc = new WGPUPipelineLayoutDescriptor
            {
                bindGroupLayoutCount = 1,
                bindGroupLayouts     = &bindGroupLayout
            };
            IntPtr pipelineLayout = WebGPUNative.wgpuDeviceCreatePipelineLayout(Device, &layoutDesc);

            // begin pipeline set-up
            WGPURenderPipelineDescriptor desc = new WGPURenderPipelineDescriptor
            {
                layout      = pipelineLayout,
                vertexStage = new WGPUProgrammableStageDescriptor()
                {
                    module     = vertMod,
                    entryPoint = str_entrypoint
                }
            };

            WGPUProgrammableStageDescriptor fragStage = new WGPUProgrammableStageDescriptor
            {
                module     = fragMod,
                entryPoint = str_entrypoint
            };

            desc.fragmentStage = &fragStage;

            // describe buffer layouts
            var vertAttrs = stackalloc WGPUVertexAttributeDescriptor[2];

            vertAttrs[0] = new WGPUVertexAttributeDescriptor
            {
                format         = WGPUVertexFormat.WGPUVertexFormat_Float2,
                offset         = 0,
                shaderLocation = 0
            };
            vertAttrs[1] = new WGPUVertexAttributeDescriptor
            {
                format         = WGPUVertexFormat.WGPUVertexFormat_Float3,
                offset         = 2 * sizeof(float),
                shaderLocation = 1
            };

            WGPUVertexBufferLayoutDescriptor vertDesc = new WGPUVertexBufferLayoutDescriptor
            {
                arrayStride    = 5 * sizeof(float),
                attributeCount = 2,
                attributes     = vertAttrs
            };
            WGPUVertexStateDescriptor vertState = new WGPUVertexStateDescriptor
            {
                ////indexFormat = WGPUIndexFormat.WGPUIndexFormat_Uint16,
                vertexBufferCount = 1,
                vertexBuffers     = &vertDesc
            };

            desc.vertexState       = &vertState;
            desc.primitiveTopology = WGPUPrimitiveTopology.WGPUPrimitiveTopology_TriangleList;

            desc.sampleCount = 1;

            // describe blend
            WGPUBlendDescriptor blendDesc = new WGPUBlendDescriptor
            {
                operation = WGPUBlendOperation.WGPUBlendOperation_Add,
                srcFactor = WGPUBlendFactor.WGPUBlendFactor_SrcAlpha,
                dstFactor = WGPUBlendFactor.WGPUBlendFactor_OneMinusSrcAlpha
            };
            WGPUColorStateDescriptor colorDesc = new WGPUColorStateDescriptor
            {
                format     = Dawn.getSwapChainFormat(Device),
                alphaBlend = blendDesc,
                colorBlend = blendDesc,
                writeMask  = WGPUColorWriteMask.WGPUColorWriteMask_All
            };

            desc.colorStateCount = 1;
            desc.colorStates     = &colorDesc;

            desc.sampleMask = 0xFFFFFFFF; // <-- Note: this currently causes Emscripten to fail (sampleMask ends up as -1, which trips an assert)

            IntPtr _pipeline = WebGPUNative.wgpuDeviceCreateRenderPipeline(Device, ref desc);

            // partial clean-up (just move to the end, no?)
            WebGPUNative.wgpuPipelineLayoutRelease(pipelineLayout);

            WebGPUNative.wgpuShaderModuleRelease(fragMod);
            WebGPUNative.wgpuShaderModuleRelease(vertMod);

            return(_pipeline);
        }