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FirstGpgpu.h
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FirstGpgpu.h
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/*********************************************************\
* Copyright (c) 2012-2020 The Unrimp Team
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or
* substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
\*********************************************************/
//[-------------------------------------------------------]
//[ Header guard ]
//[-------------------------------------------------------]
#pragma once
//[-------------------------------------------------------]
//[ Includes ]
//[-------------------------------------------------------]
#include <Rhi/Public/Rhi.h>
//[-------------------------------------------------------]
//[ Forward declarations ]
//[-------------------------------------------------------]
namespace Rhi
{
class RhiInstance;
}
class ExampleRunner;
//[-------------------------------------------------------]
//[ Classes ]
//[-------------------------------------------------------]
/**
* @brief
* A first example showing how to use do General Purpose Computation on Graphics Processing Unit (GPGPU) by using the RHI and shaders without having any output window (also known as headless rendering)
*
* @remarks
* Demonstrates:
* - Vertex buffer object (VBO)
* - Vertex array object (VAO)
* - 2D texture
* - Sampler state object (SO)
* - Vertex shader (VS) and fragment shader (FS)
* - Root signature
* - Graphics pipeline state object (PSO)
* - Framebuffer object (FBO) used for render to texture
* - General Purpose Computation on Graphics Processing Unit (GPGPU) by using the RHI and shaders without having any output window
*/
class FirstGpgpu final
{
//[-------------------------------------------------------]
//[ Public methods ]
//[-------------------------------------------------------]
public:
/**
* @brief
* Constructor
*
* @param[in] exampleRunner
* Example runner
* @param[in] rhiName
* Case sensitive ASCII name of the RHI to instance, if null pointer or unknown RHI no RHI will be used.
* Example RHI names: "Null", "Vulkan", "OpenGL", "OpenGLES3", "Direct3D9", "Direct3D10", "Direct3D11", "Direct3D12"
* @param[in] exampleName
* Example name
*/
FirstGpgpu(ExampleRunner& exampleRunner, const char* rhiName, const std::string_view& exampleName);
/**
* @brief
* Destructor
*/
inline ~FirstGpgpu()
{
// The resources are released within "onDeinitialization()"
// Nothing here
}
/**
* @brief
* Run the application
*
* @return
* Program return code, 0 to indicate that no error has occurred
*/
[[nodiscard]] int run();
//[-------------------------------------------------------]
//[ Private methods ]
//[-------------------------------------------------------]
private:
FirstGpgpu& operator=(const FirstGpgpu& firstGpgpu) = delete;
/**
* @brief
* Called on application initialization
*
* @note
* - When this method is called it's ensured that the RHI instance "mRhi" is valid
*/
void onInitialization();
/**
* @brief
* Called on application de-initialization
*
* @note
* - When this method is called it's ensured that the RHI instance "mRhi" is valid
*/
void onDeinitialization();
/**
* @brief
* Fill command buffer content generation
*
* @note
* - When this method is called it's ensured that the RHI instance "mRhi" is valid
*/
void fillCommandBufferContentGeneration();
/**
* @brief
* Fill command buffer content processing
*
* @note
* - When this method is called it's ensured that the RHI instance "mRhi" is valid
*/
void fillCommandBufferContentProcessing();
/**
* @brief
* Called on application should to its job
*
* @note
* - When this method is called it's ensured that the RHI instance "mRhi" is valid
*/
void onDoJob();
//[-------------------------------------------------------]
//[ Private data ]
//[-------------------------------------------------------]
private:
ExampleRunner& mExampleRunner;
char mRhiName[32]; ///< Case sensitive ASCII name of the RHI to instance
Rhi::RhiInstance* mRhiInstance; ///< RHI instance, can be a null pointer
Rhi::IRhiPtr mRhi; ///< RHI instance, can be a null pointer
const std::string_view mExampleName;
Rhi::IBufferManagerPtr mBufferManager; ///< Buffer manager, can be a null pointer
Rhi::ITextureManagerPtr mTextureManager; ///< Buffer manager, can be a null pointer
Rhi::IRootSignaturePtr mRootSignature; ///< Root signature, can be a null pointer
Rhi::ITexture2DPtr mTexture2D[2]; ///< 2D texture, can be a null pointer
Rhi::IFramebufferPtr mFramebuffer[2]; ///< Framebuffer object (FBO), can be a null pointer
Rhi::IResourceGroupPtr mTextureGroup; ///< Texture group, can be a null pointer
Rhi::IResourceGroupPtr mSamplerStateGroup; ///< Sampler state resource group, can be a null pointer
// Content generation
Rhi::IGraphicsPipelineStatePtr mGraphicsPipelineStateContentGeneration; ///< Graphics pipeline state object (PSO) for content generation, can be a null pointer
Rhi::IVertexArrayPtr mVertexArrayContentGeneration; ///< Vertex array object (VAO) for content generation, can be a null pointer
Rhi::CommandBuffer mCommandBufferContentGeneration; ///< Command buffer for content generation
// Content processing
Rhi::IGraphicsPipelineStatePtr mGraphicsPipelineStateContentProcessing; ///< Graphics pipeline state object (PSO) for content processing, can be a null pointer
Rhi::IVertexArrayPtr mVertexArrayContentProcessing; ///< Vertex array object (VAO) for content processing, can be a null pointer
Rhi::CommandBuffer mCommandBufferContentProcessing; ///< Command buffer for content processing
};