mirror of
https://github.com/switchbrew/switch-examples.git
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260 lines
8.9 KiB
C++
260 lines
8.9 KiB
C++
/*
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** deko3d Example 05: Simple Tessellation
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** This example shows how to use tessellation.
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** New concepts in this example:
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** - Using tessellation control and evaluation shaders
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** - Controlling tessellation parameters
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** - Configuring and using line polygon mode
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** - Configuring and using built-in edge smoothing
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** - Configuring and using blending (needed for obeying alpha generated by edge smoothing)
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*/
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// Sample Framework headers
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#include "SampleFramework/CApplication.h"
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#include "SampleFramework/CMemPool.h"
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#include "SampleFramework/CShader.h"
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// C++ standard library headers
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#include <array>
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#include <optional>
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namespace
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{
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struct Vertex
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{
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float position[3];
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float color[3];
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};
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constexpr std::array VertexAttribState =
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{
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DkVtxAttribState{ 0, 0, offsetof(Vertex, position), DkVtxAttribSize_3x32, DkVtxAttribType_Float, 0 },
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DkVtxAttribState{ 0, 0, offsetof(Vertex, color), DkVtxAttribSize_3x32, DkVtxAttribType_Float, 0 },
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};
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constexpr std::array VertexBufferState =
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{
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DkVtxBufferState{ sizeof(Vertex), 0 },
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};
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constexpr std::array TriangleVertexData =
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{
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Vertex{ { 0.0f, +1.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
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Vertex{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
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Vertex{ { +1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
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};
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}
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class CExample05 final : public CApplication
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{
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static constexpr unsigned NumFramebuffers = 2;
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static constexpr uint32_t FramebufferWidth = 1280;
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static constexpr uint32_t FramebufferHeight = 720;
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static constexpr unsigned StaticCmdSize = 0x10000;
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PadState pad;
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dk::UniqueDevice device;
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dk::UniqueQueue queue;
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std::optional<CMemPool> pool_images;
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std::optional<CMemPool> pool_code;
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std::optional<CMemPool> pool_data;
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dk::UniqueCmdBuf cmdbuf;
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CShader vertexShader;
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CShader tessCtrlShader;
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CShader tessEvalShader;
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CShader fragmentShader;
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CMemPool::Handle vertexBuffer;
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CMemPool::Handle framebuffers_mem[NumFramebuffers];
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dk::Image framebuffers[NumFramebuffers];
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DkCmdList framebuffer_cmdlists[NumFramebuffers];
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dk::UniqueSwapchain swapchain;
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DkCmdList render_cmdlist;
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public:
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CExample05()
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{
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// Create the deko3d device
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device = dk::DeviceMaker{}.create();
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// Create the main queue
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queue = dk::QueueMaker{device}.setFlags(DkQueueFlags_Graphics).create();
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// Create the memory pools
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pool_images.emplace(device, DkMemBlockFlags_GpuCached | DkMemBlockFlags_Image, 16*1024*1024);
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pool_code.emplace(device, DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached | DkMemBlockFlags_Code, 128*1024);
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pool_data.emplace(device, DkMemBlockFlags_CpuUncached | DkMemBlockFlags_GpuCached, 1*1024*1024);
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// Create the static command buffer and feed it freshly allocated memory
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cmdbuf = dk::CmdBufMaker{device}.create();
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CMemPool::Handle cmdmem = pool_data->allocate(StaticCmdSize);
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cmdbuf.addMemory(cmdmem.getMemBlock(), cmdmem.getOffset(), cmdmem.getSize());
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// Load the shaders
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vertexShader.load(*pool_code, "romfs:/shaders/basic_vsh.dksh");
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tessCtrlShader.load(*pool_code, "romfs:/shaders/tess_simple_tcsh.dksh");
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tessEvalShader.load(*pool_code, "romfs:/shaders/tess_simple_tesh.dksh");
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fragmentShader.load(*pool_code, "romfs:/shaders/color_fsh.dksh");
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// Load the vertex buffer
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vertexBuffer = pool_data->allocate(sizeof(TriangleVertexData), alignof(Vertex));
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memcpy(vertexBuffer.getCpuAddr(), TriangleVertexData.data(), vertexBuffer.getSize());
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// Create the framebuffer resources
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createFramebufferResources();
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// Initialize gamepad
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padConfigureInput(1, HidNpadStyleSet_NpadStandard);
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padInitializeDefault(&pad);
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}
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~CExample05()
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{
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// Destroy the framebuffer resources
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destroyFramebufferResources();
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// Destroy the vertex buffer (not strictly needed in this case)
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vertexBuffer.destroy();
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}
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void createFramebufferResources()
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{
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// Create layout for the framebuffers
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dk::ImageLayout layout_framebuffer;
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dk::ImageLayoutMaker{device}
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.setFlags(DkImageFlags_UsageRender | DkImageFlags_UsagePresent | DkImageFlags_HwCompression)
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.setFormat(DkImageFormat_RGBA8_Unorm)
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.setDimensions(FramebufferWidth, FramebufferHeight)
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.initialize(layout_framebuffer);
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// Create the framebuffers
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std::array<DkImage const*, NumFramebuffers> fb_array;
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uint64_t fb_size = layout_framebuffer.getSize();
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uint32_t fb_align = layout_framebuffer.getAlignment();
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for (unsigned i = 0; i < NumFramebuffers; i ++)
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{
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// Allocate a framebuffer
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framebuffers_mem[i] = pool_images->allocate(fb_size, fb_align);
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framebuffers[i].initialize(layout_framebuffer, framebuffers_mem[i].getMemBlock(), framebuffers_mem[i].getOffset());
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// Generate a command list that binds it
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dk::ImageView colorTarget{ framebuffers[i] };
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cmdbuf.bindRenderTargets(&colorTarget);
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framebuffer_cmdlists[i] = cmdbuf.finishList();
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// Fill in the array for use later by the swapchain creation code
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fb_array[i] = &framebuffers[i];
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}
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// Create the swapchain using the framebuffers
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swapchain = dk::SwapchainMaker{device, nwindowGetDefault(), fb_array}.create();
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// Generate the main rendering cmdlist
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recordStaticCommands();
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}
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void destroyFramebufferResources()
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{
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// Return early if we have nothing to destroy
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if (!swapchain) return;
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// Make sure the queue is idle before destroying anything
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queue.waitIdle();
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// Clear the static cmdbuf, destroying the static cmdlists in the process
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cmdbuf.clear();
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// Destroy the swapchain
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swapchain.destroy();
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// Destroy the framebuffers
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for (unsigned i = 0; i < NumFramebuffers; i ++)
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framebuffers_mem[i].destroy();
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}
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void recordStaticCommands()
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{
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// Initialize state structs with deko3d defaults
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dk::RasterizerState rasterizerState;
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dk::ColorState colorState;
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dk::ColorWriteState colorWriteState;
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dk::BlendState blendState;
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// Configure rasterizer state: draw polygons as lines, and enable polygon smoothing
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rasterizerState.setPolygonMode(DkPolygonMode_Line);
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rasterizerState.setPolygonSmoothEnable(true);
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// Configure color state: enable blending (needed for polygon smoothing since it generates alpha values)
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colorState.setBlendEnable(0, true);
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// Configure viewport and scissor
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cmdbuf.setViewports(0, { { 0.0f, 0.0f, FramebufferWidth, FramebufferHeight, 0.0f, 1.0f } });
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cmdbuf.setScissors(0, { { 0, 0, FramebufferWidth, FramebufferHeight } });
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// Clear the color buffer
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cmdbuf.clearColor(0, DkColorMask_RGBA, 0.0f, 0.0f, 0.0f, 0.0f);
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// Bind state required for drawing the triangle
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cmdbuf.bindShaders(DkStageFlag_GraphicsMask, { vertexShader, tessCtrlShader, tessEvalShader, fragmentShader });
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cmdbuf.bindRasterizerState(rasterizerState);
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cmdbuf.bindColorState(colorState);
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cmdbuf.bindColorWriteState(colorWriteState);
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cmdbuf.bindBlendStates(0, blendState);
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cmdbuf.bindVtxBuffer(0, vertexBuffer.getGpuAddr(), vertexBuffer.getSize());
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cmdbuf.bindVtxAttribState(VertexAttribState);
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cmdbuf.bindVtxBufferState(VertexBufferState);
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cmdbuf.setLineWidth(4.0f);
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cmdbuf.setPatchSize(3);
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// Note that the tessellation control shader is optional. If no such shader is bound,
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// the following commands can be used to control tessellation:
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// (try it out! remove the "tessCtrlShader" from the bindShaders call and uncomment these)
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//cmdbuf.setTessInnerLevels(5.0f);
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//cmdbuf.setTessOuterLevels(7.0f, 3.0f, 5.0f);
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// Draw the triangle
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cmdbuf.draw(DkPrimitive_Patches, TriangleVertexData.size(), 1, 0, 0);
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// Finish off this command list
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render_cmdlist = cmdbuf.finishList();
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}
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void render()
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{
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// Acquire a framebuffer from the swapchain (and wait for it to be available)
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int slot = queue.acquireImage(swapchain);
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// Run the command list that attaches said framebuffer to the queue
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queue.submitCommands(framebuffer_cmdlists[slot]);
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// Run the main rendering command list
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queue.submitCommands(render_cmdlist);
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// Now that we are done rendering, present it to the screen
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queue.presentImage(swapchain, slot);
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}
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bool onFrame(u64 ns) override
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{
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padUpdate(&pad);
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u64 kDown = padGetButtonsDown(&pad);
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if (kDown & HidNpadButton_Plus)
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return false;
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render();
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return true;
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}
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};
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void Example05(void)
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{
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CExample05 app;
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app.run();
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}
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