Updated drawstress example.

This commit is contained in:
bkaradzic 2014-03-17 20:16:35 -07:00
parent 329be757a9
commit cb17cc449e

View file

@ -21,6 +21,10 @@
// embedded font
#include "droidsans.ttf.h"
#if BX_PLATFORM_EMSCRIPTEN
# include <emscripten.h>
#endif // BX_PLATFORM_EMSCRIPTEN
struct PosColorVertex
{
float m_x;
@ -59,93 +63,39 @@ static const uint16_t s_cubeIndices[36] =
6, 3, 7,
};
int _main_(int /*_argc*/, char** /*_argv*/)
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_NONE;
bool autoAdjust = true;
int32_t scrollArea = 0;
int32_t dim = 16;
uint32_t transform = 0;
entry::MouseState mouseState;
int64_t timeOffset = bx::getHPCounter();
int64_t deltaTimeNs = 0;
int64_t deltaTimeAvgNs = 0;
int64_t numFrames = 0;
#if BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL
static const int64_t highwm = 1000000/35;
static const int64_t lowwm = 1000000/27;
#else
static const int64_t highwm = 1000000/65;
static const int64_t lowwm = 1000000/57;
#endif // BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL
bgfx::ProgramHandle program;
bgfx::VertexBufferHandle vbh;
bgfx::IndexBufferHandle ibh;
bool mainloop()
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_NONE;
bgfx::init();
bgfx::reset(width, height, reset);
// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
s_PosColorDecl.begin();
s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
s_PosColorDecl.end();
const bgfx::Memory* vs_drawstress;
const bgfx::Memory* fs_drawstress;
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::Direct3D9:
vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) );
fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) );
break;
case bgfx::RendererType::Direct3D11:
vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) );
fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) );
break;
default:
vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) );
fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) );
break;
}
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(vs_drawstress);
bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(fs_drawstress);
// Create program from shaders.
bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
const bgfx::Memory* mem;
// Create static vertex buffer.
mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
// Create static index buffer.
mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
// We can destroy vertex and fragment shader here since
// their reference is kept inside bgfx after calling createProgram.
// Vertex and fragment shader will be destroyed once program is
// destroyed.
bgfx::destroyVertexShader(vsh);
bgfx::destroyFragmentShader(fsh);
imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) );
bool autoAdjust = true;
int32_t scrollArea = 0;
int32_t dim = 16;
uint32_t transform = 0;
entry::MouseState mouseState;
int64_t timeOffset = bx::getHPCounter();
int64_t deltaTimeNs = 0;
int64_t deltaTimeAvgNs = 0;
int64_t numFrames = 0;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
if (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
int64_t now = bx::getHPCounter();
static int64_t last = now;
@ -163,13 +113,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
if (autoAdjust)
{
if (deltaTimeAvgNs < 1000000/65)
if (deltaTimeAvgNs < highwm)
{
dim = bx::uint32_min(dim + 2, 40);
}
else if (deltaTimeAvgNs > 1000000/57)
else if (deltaTimeAvgNs > lowwm)
{
dim = bx::uint32_max(dim - 1, 5);
dim = bx::uint32_max(dim - 1, 2);
}
}
@ -235,7 +185,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/17-drawstress");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: %7.3f[ms]", double(frameTime)*toMs);
float mtxS[16];
const float scale = 0 == transform ? 0.25f : 0.0f;
@ -285,8 +235,92 @@ int _main_(int /*_argc*/, char** /*_argv*/)
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return false;
}
return true;
}
void loop()
{
mainloop();
}
int _main_(int /*_argc*/, char** /*_argv*/)
{
bgfx::init();
bgfx::reset(width, height, reset);
// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
s_PosColorDecl.begin();
s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
s_PosColorDecl.end();
const bgfx::Memory* vs_drawstress;
const bgfx::Memory* fs_drawstress;
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::Direct3D9:
vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) );
fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) );
break;
case bgfx::RendererType::Direct3D11:
vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) );
fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) );
break;
default:
vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) );
fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) );
break;
}
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(vs_drawstress);
bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(fs_drawstress);
// Create program from shaders.
program = bgfx::createProgram(vsh, fsh);
const bgfx::Memory* mem;
// Create static vertex buffer.
mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
// Create static index buffer.
mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
ibh = bgfx::createIndexBuffer(mem);
// We can destroy vertex and fragment shader here since
// their reference is kept inside bgfx after calling createProgram.
// Vertex and fragment shader will be destroyed once program is
// destroyed.
bgfx::destroyVertexShader(vsh);
bgfx::destroyFragmentShader(fsh);
imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) );
#if BX_PLATFORM_EMSCRIPTEN
emscripten_set_main_loop(&loop, -1, 1);
#else
while (!mainloop() );
#endif // BX_PLATFORM_EMSCRIPTEN
// Cleanup.
imguiDestroy();
bgfx::destroyIndexBuffer(ibh);