/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include "common.h" #include "imgui/imgui.h" // embedded shaders #include "vs_drawstress.bin.h" #include "fs_drawstress.bin.h" struct PosColorVertex { float m_x; float m_y; float m_z; uint32_t m_abgr; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .end(); } static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosColorVertex::ms_decl; static PosColorVertex s_cubeVertices[8] = { {-1.0f, 1.0f, 1.0f, 0xff000000 }, { 1.0f, 1.0f, 1.0f, 0xff0000ff }, {-1.0f, -1.0f, 1.0f, 0xff00ff00 }, { 1.0f, -1.0f, 1.0f, 0xff00ffff }, {-1.0f, 1.0f, -1.0f, 0xffff0000 }, { 1.0f, 1.0f, -1.0f, 0xffff00ff }, {-1.0f, -1.0f, -1.0f, 0xffffff00 }, { 1.0f, -1.0f, -1.0f, 0xffffffff }, }; static const uint16_t s_cubeIndices[36] = { 0, 1, 2, // 0 1, 3, 2, 4, 6, 5, // 2 5, 6, 7, 0, 2, 4, // 4 4, 2, 6, 1, 5, 3, // 6 5, 7, 3, 0, 4, 1, // 8 4, 5, 1, 2, 3, 6, // 10 6, 3, 7, }; #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 class DrawStress : public entry::AppI { void init(int /*_argc*/, char** /*_argv*/) BX_OVERRIDE { m_width = 1280; m_height = 720; m_debug = BGFX_DEBUG_TEXT; m_reset = BGFX_RESET_NONE; m_autoAdjust = true; m_scrollArea = 0; m_dim = 16; m_maxDim = 40; m_transform = 0; m_timeOffset = bx::getHPCounter(); m_deltaTimeNs = 0; m_deltaTimeAvgNs = 0; m_numFrames = 0; bgfx::init(); bgfx::reset(m_width, m_height, m_reset); const bgfx::Caps* caps = bgfx::getCaps(); m_maxDim = (int32_t)powf(float(caps->maxDrawCalls), 1.0f/3.0f); // Enable debug text. bgfx::setDebug(m_debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Create vertex stream declaration. PosColorVertex::init(); 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: case bgfx::RendererType::Direct3D12: vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) ); fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) ); break; case bgfx::RendererType::Metal: vs_drawstress = bgfx::makeRef(vs_drawstress_mtl, sizeof(vs_drawstress_mtl) ); fs_drawstress = bgfx::makeRef(fs_drawstress_mtl, sizeof(fs_drawstress_mtl) ); 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; } // Create program from shaders. m_program = bgfx::createProgram( bgfx::createShader(vs_drawstress) , bgfx::createShader(fs_drawstress) , true /* destroy shaders when program is destroyed */ ); // Create static vertex buffer. m_vbh = bgfx::createVertexBuffer( bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ) , PosColorVertex::ms_decl ); // Create static index buffer. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) ); // Imgui. imguiCreate(); } int shutdown() BX_OVERRIDE { // Cleanup. imguiDestroy(); bgfx::destroyIndexBuffer(m_ibh); bgfx::destroyVertexBuffer(m_vbh); bgfx::destroyProgram(m_program); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() BX_OVERRIDE { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t hpFreq = bx::getHPFrequency(); const int64_t frameTime = now - last; last = now; const double freq = double(hpFreq); const double toMs = 1000.0/freq; m_deltaTimeNs += frameTime*1000000/hpFreq; if (m_deltaTimeNs > 1000000) { m_deltaTimeAvgNs = m_deltaTimeNs / bx::int64_max(1, m_numFrames); if (m_autoAdjust) { if (m_deltaTimeAvgNs < highwm) { m_dim = bx::uint32_min(m_dim + 2, m_maxDim); } else if (m_deltaTimeAvgNs > lowwm) { m_dim = bx::uint32_max(m_dim - 1, 2); } } m_deltaTimeNs = 0; m_numFrames = 0; } else { ++m_numFrames; } float time = (float)( (now-m_timeOffset)/freq); imguiBeginFrame(m_mouseState.m_mx , m_mouseState.m_my , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , m_mouseState.m_mz , m_width , m_height ); imguiBeginScrollArea("Settings", m_width - m_width / 4 - 10, 10, m_width / 4, m_height / 3, &m_scrollArea); imguiSeparatorLine(); m_transform = imguiChoose(m_transform , "Rotate" , "No fragments" ); imguiSeparatorLine(); if (imguiCheck("Auto adjust", m_autoAdjust) ) { m_autoAdjust ^= true; } imguiSlider("Dim", m_dim, 5, m_maxDim); imguiLabel("Draw calls: %d", m_dim*m_dim*m_dim); imguiLabel("Avg Delta Time (1 second) [ms]: %0.4f", m_deltaTimeAvgNs/1000.0f); imguiEndScrollArea(); imguiEndFrame(); float at[3] = { 0.0f, 0.0f, 0.0f }; float eye[3] = { 0.0f, 0.0f, -35.0f }; float view[16]; float proj[16]; bx::mtxLookAt(view, eye, at); bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, m_width, m_height); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::touch(0); // Use debug font to print information about this example. 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); float mtxS[16]; const float scale = 0 == m_transform ? 0.25f : 0.0f; bx::mtxScale(mtxS, scale, scale, scale); const float step = 0.6f; float pos[3]; pos[0] = -step*m_dim / 2.0f; pos[1] = -step*m_dim / 2.0f; pos[2] = -15.0; for (uint32_t zz = 0; zz < uint32_t(m_dim); ++zz) { for (uint32_t yy = 0; yy < uint32_t(m_dim); ++yy) { for (uint32_t xx = 0; xx < uint32_t(m_dim); ++xx) { float mtxR[16]; bx::mtxRotateXYZ(mtxR, time + xx*0.21f, time + yy*0.37f, time + yy*0.13f); float mtx[16]; bx::mtxMul(mtx, mtxS, mtxR); mtx[12] = pos[0] + float(xx)*step; mtx[13] = pos[1] + float(yy)*step; mtx[14] = pos[2] + float(zz)*step; // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(m_vbh); bgfx::setIndexBuffer(m_ibh); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 0. bgfx::submit(0, m_program); } } } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); return true; } return false; } entry::MouseState m_mouseState; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; bool m_autoAdjust; int32_t m_scrollArea; int32_t m_dim; int32_t m_maxDim; uint32_t m_transform; int64_t m_timeOffset; int64_t m_deltaTimeNs; int64_t m_deltaTimeAvgNs; int64_t m_numFrames; bgfx::ProgramHandle m_program; bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; }; ENTRY_IMPLEMENT_MAIN(DrawStress);