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Example.cpp
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/*
* Example.cpp (Example_Queries)
*
* This file is part of the "LLGL" project (Copyright (c) 2015-2019 by Lukas Hermanns)
* See "LICENSE.txt" for license information.
*/
#include <ExampleBase.h>
#include <chrono>
class Example_Queries : public ExampleBase
{
ShaderPipeline shaderPipeline;
LLGL::PipelineState* occlusionPipeline = nullptr;
LLGL::PipelineState* scenePipeline = nullptr;
LLGL::PipelineLayout* pipelineLayout = nullptr;
LLGL::ResourceHeap* resourceHeap = nullptr;
LLGL::Buffer* vertexBuffer = nullptr;
LLGL::Buffer* constantBuffer = nullptr;
LLGL::QueryHeap* occlusionQuery = nullptr;
LLGL::QueryHeap* geometryQuery = nullptr;
LLGL::QueryHeap* timerQuery = nullptr;
Gs::Matrix4f modelTransform[2];
bool animEnabled = true;
using Clock = std::chrono::system_clock;
using TimePoint = std::chrono::time_point<Clock>;
using Ticks = std::chrono::milliseconds;
TimePoint prevPrintTime = Clock::now();
const long long printRefreshRate = 100;
struct Model
{
std::uint32_t numVertices = 0;
std::uint32_t firstVertex = 0;
};
Model model0;
struct Settings
{
Gs::Matrix4f wvpMatrix;
Gs::Matrix4f wMatrix;
LLGL::ColorRGBAf color;
}
settings;
public:
Example_Queries() :
ExampleBase { L"LLGL Example: Query" }
{
// Create all graphics objects
auto vertexFormat = CreateBuffers();
shaderPipeline = LoadStandardShaderPipeline({ vertexFormat });
CreatePipelines();
CreateQueries();
CreateResourceHeaps();
// Show info
std::cout << "press SPACE KEY to enable/disable animation of occluder" << std::endl;
}
LLGL::VertexFormat CreateBuffers()
{
// Specify vertex format
LLGL::VertexFormat vertexFormat;
vertexFormat.AppendAttribute({ "position", LLGL::Format::RGB32Float });
vertexFormat.AppendAttribute({ "normal", LLGL::Format::RGB32Float });
vertexFormat.SetStride(sizeof(TexturedVertex));
// Load models
auto vertices = LoadObjModel("../../Media/Models/Pyramid.obj");
model0.numVertices = static_cast<std::uint32_t>(vertices.size());
// Create vertex and constant buffer
vertexBuffer = CreateVertexBuffer(vertices, vertexFormat);
constantBuffer = CreateConstantBuffer(settings);
return vertexFormat;
}
void CreatePipelines()
{
// Create pipeline layout
pipelineLayout = renderer->CreatePipelineLayout(LLGL::PipelineLayoutDesc("cbuffer(0):vert:frag"));
// Create graphics pipeline for occlusion query
LLGL::GraphicsPipelineDescriptor pipelineDesc;
{
pipelineDesc.vertexShader = shaderPipeline.vs;
pipelineDesc.fragmentShader = shaderPipeline.ps;
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.depth.testEnabled = true;
pipelineDesc.depth.writeEnabled = true;
pipelineDesc.rasterizer.multiSampleEnabled = (GetSampleCount() > 1);
pipelineDesc.rasterizer.cullMode = LLGL::CullMode::Back;
pipelineDesc.blend.targets[0].colorMask = LLGL::ColorRGBAb{ false };
}
occlusionPipeline = renderer->CreatePipelineState(pipelineDesc);
// Create graphics pipeline for scene rendering
{
pipelineDesc.blend.targets[0].blendEnabled = true;
pipelineDesc.blend.targets[0].colorMask = LLGL::ColorRGBAb{ true };
}
scenePipeline = renderer->CreatePipelineState(pipelineDesc);
}
void CreateQueries()
{
// Create query to determine if any samples passed the depth test (occlusion query)
LLGL::QueryHeapDescriptor queryDesc;
{
queryDesc.type = LLGL::QueryType::AnySamplesPassed;
queryDesc.renderCondition = true;
}
occlusionQuery = renderer->CreateQueryHeap(queryDesc);
// Create query to determine number of primitives that are sent to the rasterizer
{
queryDesc.type = LLGL::QueryType::PipelineStatistics;
queryDesc.renderCondition = false;
}
geometryQuery = renderer->CreateQueryHeap(queryDesc);
// Create query to measure GPU timing
{
queryDesc.type = LLGL::QueryType::TimeElapsed;
queryDesc.renderCondition = false;
}
timerQuery = renderer->CreateQueryHeap(queryDesc);
}
void CreateResourceHeaps()
{
// Create resource heap for constant buffer
LLGL::ResourceHeapDescriptor heapDesc;
{
heapDesc.pipelineLayout = pipelineLayout;
heapDesc.resourceViews = { constantBuffer };
}
resourceHeap = renderer->CreateResourceHeap(heapDesc);
}
std::uint64_t GetAndSyncQueryResult(LLGL::QueryHeap* query)
{
// Wait until query result is available and return result
std::uint64_t result = 0;
if (query->GetType() == LLGL::QueryType::PipelineStatistics)
{
LLGL::QueryPipelineStatistics statistics;
while (!commandQueue->QueryResult(*query, 0, 1, &statistics, sizeof(statistics))) { /* wait */ }
result = statistics.inputAssemblyPrimitives;
}
else
{
while (!commandQueue->QueryResult(*query, 0, 1, &result, sizeof(result))) { /* wait */ }
}
return result;
}
void PrintQueryResults()
{
// Query pipeline statistics results
LLGL::QueryPipelineStatistics stats;
while (!commandQueue->QueryResult(*geometryQuery, 0, 1, &stats, sizeof(stats)))
{
/* wait */
}
// Query timing results
std::uint64_t elapsedTime = 0;
while (!commandQueue->QueryResult(*timerQuery, 0, 1, &elapsedTime, sizeof(elapsedTime)))
{
/* wait */
}
// Print result
std::cout << "input assembly: " << stats.inputAssemblyPrimitives;
std::cout << ", vertex invocations: " << stats.vertexShaderInvocations;
std::cout << ", fragment invocations: " << stats.fragmentShaderInvocations;
std::cout << ", timing: " << static_cast<double>(elapsedTime)/1000000.0 << " ms";
std::cout << " \r";
std::flush(std::cout);
}
void SetBoxTransformAndColor(const Gs::Matrix4f& matrix, const LLGL::ColorRGBAf& color)
{
settings.wvpMatrix = projection;
settings.wvpMatrix *= matrix;
settings.wMatrix = matrix;
settings.color = color;
commands->UpdateBuffer(*constantBuffer, 0, &settings, sizeof(settings));
}
private:
void DrawModel(const Model& mdl)
{
commands->Draw(mdl.numVertices, mdl.firstVertex);
}
void UpdateScene()
{
// Update matrices in constant buffer
static float anim0, anim1;
if (input.KeyDown(LLGL::Key::Space))
animEnabled = !animEnabled;
if (animEnabled)
anim0 += 0.01f;
anim1 += 0.01f;
modelTransform[0].LoadIdentity();
Gs::RotateFree(modelTransform[0], { 0, 1, 0 }, Gs::Deg2Rad(std::sin(anim0)*15.0f));
Gs::Translate(modelTransform[0], { 0, 0, 5 });
Gs::RotateFree(modelTransform[0], { 0, 1, 0 }, anim0*3);
modelTransform[1].LoadIdentity();
Gs::Translate(modelTransform[1], { 0, 0, 10 });
Gs::RotateFree(modelTransform[1], { 0, 1, 0 }, anim1*-1.5f);
}
void RenderBoundingBoxes()
{
// Clear depth buffer
commands->Clear(LLGL::ClearFlags::Depth);
// Set resources
commands->SetPipelineState(*occlusionPipeline);
commands->SetResourceHeap(*resourceHeap);
// Draw occluder box
SetBoxTransformAndColor(modelTransform[0], { 1, 1, 1 });
DrawModel(model0);
// Draw box for occlusion query
SetBoxTransformAndColor(modelTransform[1], { 1, 1, 1 });
commands->BeginQuery(*occlusionQuery);
{
DrawModel(model0);
}
commands->EndQuery(*occlusionQuery);
}
void RenderScene()
{
// Clear color and depth buffers
commands->Clear(LLGL::ClearFlags::ColorDepth, backgroundColor);
// Set resources
commands->SetPipelineState(*scenePipeline);
// Draw scene
SetBoxTransformAndColor(modelTransform[1], { 0, 1, 0 });
commands->BeginRenderCondition(*occlusionQuery);
{
DrawModel(model0);
}
commands->EndRenderCondition();
// Draw scene
SetBoxTransformAndColor(modelTransform[0], { 1, 1, 1, 0.5f });
DrawModel(model0);
}
void OnDrawFrame() override
{
UpdateScene();
commands->Begin();
{
// Measure GPU performance
commands->BeginQuery(*timerQuery);
{
// Set buffers
commands->SetVertexBuffer(*vertexBuffer);
// Start with qeometry query
commands->BeginQuery(*geometryQuery);
{
commands->SetViewport(swapChain->GetResolution());
commands->BeginRenderPass(*swapChain);
{
RenderBoundingBoxes();
RenderScene();
}
commands->EndRenderPass();
}
commands->EndQuery(*geometryQuery);
}
commands->EndQuery(*timerQuery);
}
commands->End();
commandQueue->Submit(*commands);
// Print query results every couple of milliseconds
auto currentTime = Clock::now();
if (std::chrono::duration_cast<Ticks>(currentTime - prevPrintTime).count() >= printRefreshRate)
{
prevPrintTime = currentTime;
PrintQueryResults();
}
// Present result on the screen
swapChain->Present();
}
};
LLGL_IMPLEMENT_EXAMPLE(Example_Queries);