switch-examples/graphics/deko3d/deko_examples/source/Example01_SimpleSetup.cpp

183 lines
6.2 KiB
C++

/*
** deko3d Example 01: Simple Setup
** This example shows how to setup deko3d for rendering scenes with the GPU.
** New concepts in this example:
** - Creating devices and queues
** - Basic memory management
** - Setting up framebuffers and swapchains
** - Recording a static command list with rendering commands
** - Acquiring and presenting images with the queue and swapchain
*/
// Sample Framework headers
#include "SampleFramework/CApplication.h"
#include "SampleFramework/CMemPool.h"
// C++ standard library headers
#include <array>
#include <optional>
class CExample01 final : public CApplication
{
static constexpr unsigned NumFramebuffers = 2;
static constexpr uint32_t FramebufferWidth = 1280;
static constexpr uint32_t FramebufferHeight = 720;
static constexpr unsigned StaticCmdSize = 0x1000;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
std::optional<CMemPool> pool_images;
std::optional<CMemPool> pool_data;
dk::UniqueCmdBuf cmdbuf;
CMemPool::Handle framebuffers_mem[NumFramebuffers];
dk::Image framebuffers[NumFramebuffers];
DkCmdList framebuffer_cmdlists[NumFramebuffers];
dk::UniqueSwapchain swapchain;
DkCmdList render_cmdlist;
public:
CExample01()
{
// Create the deko3d device
device = dk::DeviceMaker{}.create();
// Create the main queue
queue = dk::QueueMaker{device}.setFlags(DkQueueFlags_Graphics).create();
// Create the memory pools
pool_images.emplace(device, DkMemBlockFlags_GpuCached | DkMemBlockFlags_Image, 16*1024*1024);
pool_data.emplace(device, DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached, 1*1024*1024);
// Create the static command buffer and feed it freshly allocated memory
cmdbuf = dk::CmdBufMaker{device}.create();
CMemPool::Handle cmdmem = pool_data->allocate(StaticCmdSize);
cmdbuf.addMemory(cmdmem.getMemBlock(), cmdmem.getOffset(), cmdmem.getSize());
// Create the framebuffer resources
createFramebufferResources();
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample01()
{
// Destroy the framebuffer resources
destroyFramebufferResources();
}
void createFramebufferResources()
{
// Create layout for the framebuffers
dk::ImageLayout layout_framebuffer;
dk::ImageLayoutMaker{device}
.setFlags(DkImageFlags_UsageRender | DkImageFlags_UsagePresent | DkImageFlags_HwCompression)
.setFormat(DkImageFormat_RGBA8_Unorm)
.setDimensions(FramebufferWidth, FramebufferHeight)
.initialize(layout_framebuffer);
// Create the framebuffers
std::array<DkImage const*, NumFramebuffers> fb_array;
uint64_t fb_size = layout_framebuffer.getSize();
uint32_t fb_align = layout_framebuffer.getAlignment();
for (unsigned i = 0; i < NumFramebuffers; i ++)
{
// Allocate a framebuffer
framebuffers_mem[i] = pool_images->allocate(fb_size, fb_align);
framebuffers[i].initialize(layout_framebuffer, framebuffers_mem[i].getMemBlock(), framebuffers_mem[i].getOffset());
// Generate a command list that binds it
dk::ImageView colorTarget{ framebuffers[i] };
cmdbuf.bindRenderTargets(&colorTarget);
framebuffer_cmdlists[i] = cmdbuf.finishList();
// Fill in the array for use later by the swapchain creation code
fb_array[i] = &framebuffers[i];
}
// Create the swapchain using the framebuffers
swapchain = dk::SwapchainMaker{device, nwindowGetDefault(), fb_array}.create();
// Generate the main rendering cmdlist
recordStaticCommands();
}
void destroyFramebufferResources()
{
// Return early if we have nothing to destroy
if (!swapchain) return;
// Make sure the queue is idle before destroying anything
queue.waitIdle();
// Clear the static cmdbuf, destroying the static cmdlists in the process
cmdbuf.clear();
// Destroy the swapchain
swapchain.destroy();
// Destroy the framebuffers
for (unsigned i = 0; i < NumFramebuffers; i ++)
framebuffers_mem[i].destroy();
}
void recordStaticCommands()
{
// Calculate several measurements for the scene
unsigned HalfWidth = FramebufferWidth/2, HalfHeight = FramebufferHeight/2;
unsigned BoxSize = 400;
unsigned BoxX = HalfWidth - BoxSize/2, BoxY = HalfHeight - BoxSize/2;
unsigned TileWidth = BoxSize/5, TileHeight = BoxSize/4;
// Draw a scene using only scissors and clear colors
cmdbuf.setScissors(0, { { 0, 0, FramebufferWidth, FramebufferHeight } });
cmdbuf.clearColor(0, DkColorMask_RGBA, 0.0f, 0.25f, 0.0f, 1.0f);
cmdbuf.setScissors(0, { { BoxX, BoxY, BoxSize, BoxSize } });
cmdbuf.clearColor(0, DkColorMask_RGBA, 229/255.0f, 1.0f, 232/255.0f, 1.0f);
cmdbuf.setScissors(0, { { BoxX + 2*TileWidth, BoxY + 1*TileHeight, 1*TileWidth, 1*TileHeight } });
cmdbuf.clearColor(0, DkColorMask_RGBA, 0.0f, 0.5f, 0.0f, 1.0f);
cmdbuf.setScissors(0, { { BoxX + 1*TileWidth, BoxY + 2*TileHeight, 3*TileWidth, 1*TileHeight } });
cmdbuf.clearColor(0, DkColorMask_RGBA, 0.0f, 0.5f, 0.0f, 1.0f);
render_cmdlist = cmdbuf.finishList();
}
void render()
{
// Acquire a framebuffer from the swapchain (and wait for it to be available)
int slot = queue.acquireImage(swapchain);
// Run the command list that attaches said framebuffer to the queue
queue.submitCommands(framebuffer_cmdlists[slot]);
// Run the main rendering command list
queue.submitCommands(render_cmdlist);
// Now that we are done rendering, present it to the screen
queue.presentImage(swapchain, slot);
}
bool onFrame(u64 ns) override
{
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
render();
return true;
}
};
void Example01(void)
{
CExample01 app;
app.run();
}