2024-06-05 21:19:43 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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2024-06-06 05:47:06 +00:00
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using MoonWorks.Input;
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2024-06-05 21:19:43 +00:00
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class BasicComputeExample : Example
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{
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private GraphicsPipeline DrawPipeline;
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private Texture Texture;
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private Sampler Sampler;
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private Buffer VertexBuffer;
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2024-06-06 05:47:06 +00:00
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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2024-06-06 05:56:09 +00:00
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Window.SetTitle("BasicCompute");
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2024-06-10 23:54:27 +00:00
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// Create the compute pipeline that writes texture data
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ComputePipeline fillTextureComputePipeline = new ComputePipeline(
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GraphicsDevice,
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TestUtils.GetShaderPath("FillTexture.comp"),
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"main",
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new ComputePipelineCreateInfo
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{
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ShaderFormat = ShaderFormat.SPIRV,
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ReadWriteStorageTextureCount = 1,
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ThreadCountX = 8,
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ThreadCountY = 8,
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ThreadCountZ = 1
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}
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);
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2024-06-10 23:54:27 +00:00
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// Create the compute pipeline that calculates squares of numbers
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ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
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GraphicsDevice,
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TestUtils.GetShaderPath("CalculateSquares.comp"),
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"main",
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new ComputePipelineCreateInfo
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{
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ShaderFormat = ShaderFormat.SPIRV,
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ReadWriteStorageBufferCount = 1,
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ThreadCountX = 8,
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ThreadCountY = 1,
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ThreadCountZ = 1
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}
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);
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// Create the graphics pipeline
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Shader vertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad.vert"),
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Vertex,
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ShaderFormat = ShaderFormat.SPIRV
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}
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);
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Shader fragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuad.frag"),
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"main",
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new ShaderCreateInfo
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{
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ShaderStage = ShaderStage.Fragment,
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ShaderFormat = ShaderFormat.SPIRV,
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SamplerCount = 1
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}
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShader,
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fragShader
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);
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drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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DrawPipeline = new GraphicsPipeline(
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GraphicsDevice,
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drawPipelineCreateInfo
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);
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// Create buffers and textures
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uint[] squares = new uint[64];
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Buffer squaresBuffer = Buffer.Create<uint>(
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GraphicsDevice,
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BufferUsageFlags.ComputeStorageWrite,
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(uint) squares.Length
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);
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TransferBuffer transferBuffer = new TransferBuffer(
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GraphicsDevice,
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TransferUsage.Buffer,
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TransferBufferMapFlags.Read,
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squaresBuffer.Size
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);
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Texture = Texture.CreateTexture2D(
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GraphicsDevice,
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Window.Width,
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Window.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ComputeStorageWrite | TextureUsageFlags.Sampler
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);
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Sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
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// Upload GPU resources and dispatch compute work
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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],
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BufferUsageFlags.Vertex
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// This should result in a bright yellow texture!
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var computePass = cmdbuf.BeginComputePass(new StorageTextureReadWriteBinding
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{
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TextureSlice = Texture,
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Cycle = false
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});
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computePass.BindComputePipeline(fillTextureComputePipeline);
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computePass.Dispatch(Texture.Width / 8, Texture.Height / 8, 1);
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cmdbuf.EndComputePass(computePass);
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// This calculates the squares of the first N integers!
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computePass = cmdbuf.BeginComputePass(new StorageBufferReadWriteBinding
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{
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Buffer = squaresBuffer,
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Cycle = false
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});
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computePass.BindComputePipeline(calculateSquaresComputePipeline);
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computePass.Dispatch((uint) squares.Length / 8, 1, 1);
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cmdbuf.EndComputePass(computePass);
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var copyPass = cmdbuf.BeginCopyPass();
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copyPass.DownloadFromBuffer(squaresBuffer, transferBuffer, new BufferCopy(0, 0, squaresBuffer.Size));
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cmdbuf.EndCopyPass(copyPass);
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var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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GraphicsDevice.WaitForFence(fence);
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GraphicsDevice.ReleaseFence(fence);
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// Print the squares!
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transferBuffer.GetData<uint>(squares, 0);
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Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares));
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}
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public override void Update(System.TimeSpan delta) { }
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public override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(new ColorAttachmentInfo(swapchainTexture, false, Color.CornflowerBlue));
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renderPass.BindGraphicsPipeline(DrawPipeline);
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renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture, Sampler));
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.DrawPrimitives(0, 2);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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DrawPipeline.Dispose();
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Texture.Dispose();
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Sampler.Dispose();
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VertexBuffer.Dispose();
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}
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}
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