Adds example 48-multidrawindirect (#2894)
* Added example 48-multidrawindirect * Added example 48-multidrawindirect * enable shader.mk to build directories that only have compute shaders * compiled shaders for example 48 * MultidrawIndirect example renamed to DrawIndirect, sets draw mtx in compute * update 48-drawindirect shaders * fix typos * fixed bgfx::setPlatformData change for example48 * fix docs * added name to cs_drawindirect.sc * style updates for example 44 * add slider to example 48-drawindirect
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@ -665,3 +665,27 @@ from lower resolution inputs.
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.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/46-fsr/screenshot.png
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:alt: example-46-fsr
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`47-Pixel Formats <https://github.com/bkaradzic/bgfx/tree/master/examples/47-pixelformats>`__
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--------------------------------------------------------------------------
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Pixel Formats
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View and test texture formats
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.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/47-pixelformats/screenshot.png
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:alt: example-47-pixelformats
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`48-drawindirect <https://github.com/bkaradzic/bgfx/tree/master/examples/48-drawindirect>`__
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--------------------------------------------------------------------------
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Draw Indirect
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Simple example of indirect rendering + an implementation of multidraw indirect
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Reference(s):
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- `OpenGL MultiDrawIndirect with per-instance textures <https://web.archive.org/web/20201109155619/https://litasa.github.io/blog/2017/09/04/OpenGL-MultiDrawIndirect-with-Individual-Textures>`__.
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- `Indirect Rendering - A way to a million draw calls <https://web.archive.org/web/20210926073337/https://cpp-rendering.io/indirect-rendering>`__.
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.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/48-drawindirect/screenshot.png
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:alt: example-48-drawindirect
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78
examples/48-drawindirect/cs_drawindirect.sc
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78
examples/48-drawindirect/cs_drawindirect.sc
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/*
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* Copyright 2022 Liam Twigger. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "bgfx_compute.sh"
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//instance data for all instances (pre culling)
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BUFFER_RO(instanceDataIn, vec4, 0);
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// Output
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BUFFER_WR(indirectBuffer, uvec4, 1);
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BUFFER_WR(instanceBufferOut, vec4, 2);
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uniform vec4 u_drawParams;
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NUM_THREADS(1, 1, 1)
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void main()
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{
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int numDrawItems = int(u_drawParams.x);
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int sideSize = int(u_drawParams.y);
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float time = u_drawParams.z;
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// Prepare draw mtx
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int maxToDraw = min(sideSize*sideSize, numDrawItems);
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for (int k = 0; k < maxToDraw; k++) {
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int yy = k / sideSize;
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int xx = k % sideSize;
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float _ax = time + xx * 0.21f;
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float _ay = time + yy * 0.37f;
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float sx = sin(_ax);
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float cx = cos(_ax);
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float sy = sin(_ay);
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float cy = cos(_ay);
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vec4 a = vec4( cy, 0, sy, 0);
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vec4 b = vec4( sx*sy, cx, -sx*cy, 0);
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vec4 c = vec4(-cx*sy, sx, cx*cy, 0);
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vec4 d = vec4(-15.0f - (sideSize-11)*1.2f + float(xx) * 3.0f, -15.0f - (sideSize-11)*1.4f + float(yy) * 3.0f, max(0.0f, (sideSize-11.0f)*3.0f), 1.0f);
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vec4 color;
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color.x = sin(time + float(xx) / 11.0f) * 0.5f + 0.5f;
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color.y = cos(time + float(yy) / 11.0f) * 0.5f + 0.5f;
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color.z = sin(time * 3.0f) * 0.5f + 0.5f;
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color.w = 1.0f;
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instanceBufferOut[k*5+0] = a;
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instanceBufferOut[k*5+1] = b;
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instanceBufferOut[k*5+2] = c;
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instanceBufferOut[k*5+3] = d;
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instanceBufferOut[k*5+4] = color;
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}
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// Fill indirect buffer
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for (int k = 0; k < maxToDraw; k++) {
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drawIndexedIndirect(
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// Target location params:
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indirectBuffer, // target buffer
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k, // index in buffer
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// Draw call params:
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instanceDataIn[k].w, // number of indices for this draw call
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1u, // number of instances for this draw call. You can disable this draw call by setting to zero
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instanceDataIn[k].z, // offset in the index buffer
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instanceDataIn[k].x, // offset in the vertex buffer. Note that you can use this to "reindex" submeshses - all indicies in this draw will be decremented by this amount
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k // offset in the instance buffer. If you are drawing more than 1 instance per call see gpudrivenrendering for how to handle
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);
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}
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}
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413
examples/48-drawindirect/drawindirect.cpp
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413
examples/48-drawindirect/drawindirect.cpp
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@ -0,0 +1,413 @@
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/*
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* Copyright 2022-2022 Liam Twigger. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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// Draw Indirect
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// Render multiple different objects with one draw command. This example shows a minimal implementation of indirect drawing
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// Reading References:
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// https://litasa.github.io/blog/2017/09/04/OpenGL-MultiDrawIndirect-with-Individual-Textures
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// https://cpp-rendering.io/indirect-rendering/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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namespace
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{
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosColorVertex::ms_layout;
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struct ObjectInstance {
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float m_vertexOffset;
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float m_vertexCount;
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float m_indexOffset;
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float m_indexCount;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout ObjectInstance::ms_layout;
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struct RenderInstance {
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float m_mtx[16];
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float m_color[4];
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord1, 4, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord2, 4, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord3, 4, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Float)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout RenderInstance::ms_layout;
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static PosColorVertex s_multiMeshVertices[12] =
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{
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// Cube Model
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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// Tetrahedron Model (offset = 8)
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{ 1.0f, -1.0f, -1.0f, 0xff000000 },
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{-1.0f, 1.0f, -1.0f, 0xff00ff00 },
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{-1.0f, -1.0f, 1.0f, 0xff00ffff },
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};
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static const uint16_t s_multiMeshIndices[48] =
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{
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// Cube Indicies
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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// Tetrahedron Indices (offset = 36)
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0, 2, 1,
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1, 2, 3,
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0, 3, 2,
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1, 3, 0,
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};
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static const uint32_t s_maxSideSize = 81;
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class DrawIndirect : public entry::AppI
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{
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public:
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DrawIndirect(const char* _name, const char* _description, const char* _url)
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: entry::AppI(_name, _description, _url)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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m_sideSize = 11;
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m_nDrawElements = s_maxSideSize*s_maxSideSize;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
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init.platformData.ndt = entry::getNativeDisplayHandle();
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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PosColorVertex::init();
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ObjectInstance::init();
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RenderInstance::init();
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_multiMeshVertices, sizeof(s_multiMeshVertices) )
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, PosColorVertex::ms_layout
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);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(
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bgfx::makeRef(s_multiMeshIndices, sizeof(s_multiMeshIndices) )
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);
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// Create program from shaders.
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m_program = loadProgram("vs_instancing", "fs_instancing"); // These are reused from 05-instancing
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m_indirect_program = BGFX_INVALID_HANDLE;
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m_indirect_buffer_handle = BGFX_INVALID_HANDLE;
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m_object_list_buffer = BGFX_INVALID_HANDLE;
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u_drawParams = bgfx::createUniform("u_drawParams", bgfx::UniformType::Vec4);
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const bool computeSupported = !!(BGFX_CAPS_DRAW_INDIRECT & bgfx::getCaps()->supported);
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const bool instancingSupported = !!(BGFX_CAPS_INSTANCING & bgfx::getCaps()->supported);
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if (computeSupported && instancingSupported)
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{
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// Set up indirect program
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// This is a barebones program that populates the indirect buffer handle with draw requests
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m_indirect_program = bgfx::createProgram(loadShader("cs_drawindirect"), true);
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m_indirect_buffer_handle = bgfx::createIndirectBuffer(m_nDrawElements);
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const bgfx::Memory * mem = bgfx::alloc(sizeof(ObjectInstance) * m_nDrawElements);
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ObjectInstance* objs = (ObjectInstance*) mem->data;
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for (uint32_t ii = 0; ii < m_nDrawElements; ++ii)
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{
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if (ii % 2)
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{
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// Tetrahedron
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objs[ii].m_vertexOffset = 8;
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objs[ii].m_vertexCount = 4; // m_vertexCount is unused in compute shader, its only here for completeness
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objs[ii].m_indexOffset = 36;
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objs[ii].m_indexCount = 12;
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}
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else
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{
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// Cube
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objs[ii].m_vertexOffset = 0;
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objs[ii].m_vertexCount = 8;
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objs[ii].m_indexOffset = 0;
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objs[ii].m_indexCount = 36;
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}
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}
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// This is a list of objects to be rendered via the indirect program
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m_object_list_buffer = bgfx::createVertexBuffer(mem, ObjectInstance::ms_layout, BGFX_BUFFER_COMPUTE_READ);
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// This is the instance buffer used for rendering.
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// You could instead use a dynamic instance buffer when rendering (use bgfx::allocInstanceDataBuffer in draw loop)
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m_instance_buffer = bgfx::createDynamicVertexBuffer(m_nDrawElements, RenderInstance::ms_layout, BGFX_BUFFER_COMPUTE_WRITE);
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}
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m_timeOffset = bx::getHPCounter();
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imguiCreate();
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}
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int shutdown() override
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{
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imguiDestroy();
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// Cleanup.
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_program);
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if (bgfx::isValid(m_indirect_program))
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{
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bgfx::destroy(m_indirect_program);
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}
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if (bgfx::isValid(m_indirect_buffer_handle))
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{
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bgfx::destroy(m_indirect_buffer_handle);
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}
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if (bgfx::isValid(m_object_list_buffer))
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{
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bgfx::destroy(m_object_list_buffer);
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}
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if (bgfx::isValid(m_instance_buffer))
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{
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bgfx::destroy(m_instance_buffer);
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}
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bgfx::destroy(u_drawParams);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::Text("%d draw calls", bgfx::getStats()->numDraw);
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ImGui::Text("%d objects drawn", m_sideSize*m_sideSize);
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ImGui::Text("Grid Side Size:");
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ImGui::SliderInt("##size", (int*)&m_sideSize, 1, s_maxSideSize);
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ImGui::End();
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 500.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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float time = (float)( (bx::getHPCounter() - m_timeOffset)/double(bx::getHPFrequency() ) );
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// Get renderer capabilities info.
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const bool computeSupported = !!(BGFX_CAPS_DRAW_INDIRECT & bgfx::getCaps()->supported);
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const bool instancingSupported = !!(BGFX_CAPS_INSTANCING & bgfx::getCaps()->supported);
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if (computeSupported && instancingSupported)
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{
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// Build indirect buffer & prepare instance buffer
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// NOTE: IF you are rendering static data then
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// this could be done once on startup and results stored
|
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// This is done here for demonstration purposes
|
||||
|
||||
// The model matrix for each instance is also set on compute
|
||||
// you could modify this to, eg, do frustrum culling on the GPU
|
||||
float ud[4] = { float(m_nDrawElements), float(m_sideSize), float(time), 0 };
|
||||
bgfx::setUniform(u_drawParams, ud);
|
||||
|
||||
bgfx::setBuffer(0, m_object_list_buffer, bgfx::Access::Read);
|
||||
bgfx::setBuffer(1, m_indirect_buffer_handle, bgfx::Access::Write);
|
||||
bgfx::setBuffer(2, m_instance_buffer, bgfx::Access::Write);
|
||||
|
||||
bgfx::dispatch(0, m_indirect_program);
|
||||
|
||||
// Submit our 1 draw call
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setIndexBuffer(m_ibh);
|
||||
bgfx::setVertexBuffer(0, m_vbh);
|
||||
bgfx::setInstanceDataBuffer(m_instance_buffer, 0, m_sideSize*m_sideSize);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 0.
|
||||
// note that this submission requires the draw count
|
||||
bgfx::submit(0, m_program, m_indirect_buffer_handle, 0, m_sideSize*m_sideSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute/Instancing is not supported
|
||||
bool blink = uint32_t(time*3.0f)&1;
|
||||
bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " Compute/Instancing is not supported by GPU. ");
|
||||
}
|
||||
|
||||
// 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;
|
||||
uint32_t m_sideSize;
|
||||
uint32_t m_nDrawElements;
|
||||
|
||||
bgfx::VertexBufferHandle m_vbh;
|
||||
bgfx::IndexBufferHandle m_ibh;
|
||||
bgfx::ProgramHandle m_program;
|
||||
bgfx::IndirectBufferHandle m_indirect_buffer_handle;
|
||||
bgfx::ProgramHandle m_indirect_program;
|
||||
bgfx::VertexBufferHandle m_object_list_buffer;
|
||||
bgfx::DynamicVertexBufferHandle m_instance_buffer;
|
||||
bgfx::UniformHandle u_drawParams;
|
||||
|
||||
int64_t m_timeOffset;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
ENTRY_IMPLEMENT_MAIN(
|
||||
DrawIndirect
|
||||
, "48-drawindirect"
|
||||
, "Simple example of indirect rendering to render multiple different meshes with 1 draw call"
|
||||
, "https://bkaradzic.github.io/bgfx/examples.html#drawindirect"
|
||||
);
|
10
examples/48-drawindirect/makefile
Normal file
10
examples/48-drawindirect/makefile
Normal file
@ -0,0 +1,10 @@
|
||||
#
|
||||
# Copyright 2011-2022 Branimir Karadzic. All rights reserved.
|
||||
# License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
|
||||
#
|
||||
|
||||
BGFX_DIR=../..
|
||||
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
|
||||
BUILD_DIR=../../.build
|
||||
|
||||
include $(BGFX_DIR)/scripts/shader.mk
|
BIN
examples/48-drawindirect/screenshot.png
Normal file
BIN
examples/48-drawindirect/screenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 207 KiB |
@ -51,6 +51,7 @@ all:
|
||||
@make -s --no-print-directory build -C 45-bokeh
|
||||
@make -s --no-print-directory build -C 46-fsr
|
||||
@make -s --no-print-directory build -C 47-pixelformats
|
||||
@make -s --no-print-directory build -C 48-drawindirect
|
||||
|
||||
rebuild:
|
||||
@make -s --no-print-directory rebuild -C 01-cubes
|
||||
@ -100,6 +101,7 @@ rebuild:
|
||||
@make -s --no-print-directory rebuild -C 45-bokeh
|
||||
@make -s --no-print-directory rebuild -C 46-fsr
|
||||
@make -s --no-print-directory rebuild -C 47-pixelformats
|
||||
@make -s --no-print-directory rebuild -C 48-drawindirect
|
||||
|
||||
rebuild-embedded:
|
||||
@make -s --no-print-directory rebuild -C 02-metaballs
|
||||
|
BIN
examples/runtime/shaders/dx11/cs_drawindirect.bin
Executable file
BIN
examples/runtime/shaders/dx11/cs_drawindirect.bin
Executable file
Binary file not shown.
BIN
examples/runtime/shaders/essl/cs_drawindirect.bin
Executable file
BIN
examples/runtime/shaders/essl/cs_drawindirect.bin
Executable file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/cs_drawindirect.bin
Executable file
BIN
examples/runtime/shaders/glsl/cs_drawindirect.bin
Executable file
Binary file not shown.
BIN
examples/runtime/shaders/metal/cs_drawindirect.bin
Executable file
BIN
examples/runtime/shaders/metal/cs_drawindirect.bin
Executable file
Binary file not shown.
BIN
examples/runtime/shaders/spirv/cs_drawindirect.bin
Executable file
BIN
examples/runtime/shaders/spirv/cs_drawindirect.bin
Executable file
Binary file not shown.
@ -591,6 +591,7 @@ or _OPTIONS["with-combined-examples"] then
|
||||
, "45-bokeh"
|
||||
, "46-fsr"
|
||||
, "47-pixelformats"
|
||||
, "48-drawindirect"
|
||||
)
|
||||
|
||||
-- 17-drawstress requires multithreading, does not compile for singlethreaded wasm
|
||||
|
@ -127,7 +127,7 @@ VS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(
|
||||
FS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(notdir $(FS_SOURCES)))))
|
||||
CS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(notdir $(CS_SOURCES)))))
|
||||
|
||||
BIN = $(VS_BIN) $(FS_BIN)
|
||||
BIN = $(VS_BIN) $(FS_BIN) $(CS_BIN)
|
||||
ASM = $(VS_ASM) $(FS_ASM)
|
||||
|
||||
ifeq ($(TARGET), $(filter $(TARGET),1 3 4 5 6 7))
|
||||
|
Loading…
Reference in New Issue
Block a user