Add compute demo (WIP) + fixes creation of compute pipelines
This commit is contained in:
committed by
Jérôme Leclercq
parent
9578ba3ef5
commit
4605eed0da
132
examples/ComputeTest/main.cpp
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132
examples/ComputeTest/main.cpp
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#include <Nazara/Core.hpp>
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#include <Nazara/Math.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Renderer.hpp>
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#include <NZSL/LangWriter.hpp>
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#include <NZSL/Parser.hpp>
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#include <Nazara/Utility.hpp>
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#include <array>
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#include <chrono>
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#include <iostream>
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#include <thread>
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NAZARA_REQUEST_DEDICATED_GPU()
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const char shaderSource[] = R"(
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[nzsl_version("1.0")]
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module;
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external
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{
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[binding(0)] input_tex: texture2D[f32, readonly, rgba8],
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[binding(1)] output_tex: texture2D[f32, writeonly, rgba8]
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}
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struct Input
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{
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[builtin(global_invocation_indices)] global_invocation_id: vec3[u32]
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}
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[entry(compute)]
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[workgroup(16, 16, 1)]
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fn main(input: Input)
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{
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let indices = vec2[i32](input.global_invocation_id.xy);
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let color = input_tex.Read(indices);
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output_tex.Write(indices, color);
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}
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)";
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struct ComputePipeline
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{
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std::shared_ptr<Nz::RenderPipelineLayout> layout;
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std::shared_ptr<Nz::ComputePipeline> pipeline;
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};
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ComputePipeline BuildComputePipeline(Nz::RenderDevice& device)
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{
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try
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{
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nzsl::Ast::ModulePtr shaderModule = nzsl::Parse(std::string_view(shaderSource, sizeof(shaderSource)));
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if (!shaderModule)
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{
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std::cout << "Failed to parse shader module" << std::endl;
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std::abort();
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}
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nzsl::ShaderWriter::States states;
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states.optimize = true;
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auto computeShader = device.InstantiateShaderModule(nzsl::ShaderStageType::Compute, *shaderModule, states);
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if (!computeShader)
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{
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std::cout << "Failed to instantiate shader" << std::endl;
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std::abort();
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}
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Nz::RenderPipelineLayoutInfo computePipelineLayoutInfo;
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auto& inputBinding = computePipelineLayoutInfo.bindings.emplace_back();
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inputBinding.setIndex = 0;
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inputBinding.bindingIndex = 0;
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inputBinding.shaderStageFlags = nzsl::ShaderStageType::Compute;
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inputBinding.type = Nz::ShaderBindingType::Texture;
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auto& outputBinding = computePipelineLayoutInfo.bindings.emplace_back();
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outputBinding.setIndex = 0;
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outputBinding.bindingIndex = 1;
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outputBinding.shaderStageFlags = nzsl::ShaderStageType::Compute;
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outputBinding.type = Nz::ShaderBindingType::Texture;
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std::shared_ptr<Nz::RenderPipelineLayout> pipelineLayout = device.InstantiateRenderPipelineLayout(computePipelineLayoutInfo);
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Nz::ComputePipelineInfo computePipelineInfo;
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computePipelineInfo.pipelineLayout = pipelineLayout;
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computePipelineInfo.shaderModule = computeShader;
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std::shared_ptr<Nz::ComputePipeline> pipeline = device.InstantiateComputePipeline(computePipelineInfo);
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if (!pipeline)
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{
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std::cout << "Failed to instantiate compute pipeline" << std::endl;
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std::abort();
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}
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ComputePipeline result;
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result.layout = std::move(pipelineLayout);
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result.pipeline = std::move(pipeline);
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return result;
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}
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catch (const std::exception& e)
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{
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std::cerr << e.what() << std::endl;
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std::abort();
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}
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}
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int main()
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{
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std::filesystem::path resourceDir = "assets/examples";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
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resourceDir = "../.." / resourceDir;
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Nz::Renderer::Config rendererConfig;
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std::cout << "Run using Vulkan? (y/n)" << std::endl;
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if (std::getchar() == 'y')
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rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
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else
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rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
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Nz::Modules<Nz::Renderer> nazara(rendererConfig);
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Nz::RenderDeviceFeatures enabledFeatures;
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enabledFeatures.computeShaders = true;
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enabledFeatures.textureRead = true;
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enabledFeatures.textureWrite = true;
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std::shared_ptr<Nz::RenderDevice> device = Nz::Renderer::Instance()->InstanciateRenderDevice(0, enabledFeatures);
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ComputePipeline result = BuildComputePipeline(*device);
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return EXIT_SUCCESS;
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}
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3
examples/ComputeTest/xmake.lua
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3
examples/ComputeTest/xmake.lua
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@@ -0,0 +1,3 @@
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target("ComputeTest")
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add_deps("NazaraRenderer")
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add_files("main.cpp")
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