2024-06-06 21:38:53 +00:00
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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namespace MoonWorksGraphicsTests;
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class MSAAExample : Example
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{
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private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
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private Texture[] RenderTargets = new Texture[4];
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private Sampler RTSampler;
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private SampleCount currentSampleCount;
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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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Inputs = inputs;
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Window.SetTitle("MSAA");
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currentSampleCount = SampleCount.Four;
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Logger.LogInfo("Press Left and Right to cycle between sample counts");
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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// Create the MSAA pipelines
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Shader triangleVertShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("RawTriangle.vert"),
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"main",
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2024-06-10 23:54:27 +00:00
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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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2024-06-06 21:38:53 +00:00
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);
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Shader triangleFragShader = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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2024-06-10 23:54:27 +00:00
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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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}
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2024-06-06 21:38:53 +00:00
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);
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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TextureFormat.R8G8B8A8,
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triangleVertShader,
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triangleFragShader
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);
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for (int i = 0; i < MsaaPipelines.Length; i += 1)
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{
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pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
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MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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}
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// Create the blit pipeline
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/*
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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blitVertShaderModule,
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blitFragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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*/
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// Create the MSAA render textures
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for (int i = 0; i < RenderTargets.Length; i += 1)
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{
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RenderTargets[i] = 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.ColorTarget | TextureUsageFlags.Sampler,
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1,
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(SampleCount) i
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);
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}
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// Create the sampler
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RTSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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}
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public override void Update(System.TimeSpan delta)
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{
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SampleCount prevSampleCount = currentSampleCount;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentSampleCount -= 1;
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if (currentSampleCount < 0)
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{
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currentSampleCount = SampleCount.Eight;
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}
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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currentSampleCount += 1;
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if (currentSampleCount > SampleCount.Eight)
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{
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currentSampleCount = SampleCount.One;
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}
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}
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if (prevSampleCount != currentSampleCount)
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{
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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}
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}
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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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Texture rt = RenderTargets[(int) currentSampleCount];
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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rt,
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true,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(MsaaPipelines[(int) currentSampleCount]);
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renderPass.DrawPrimitives(0, 1);
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cmdbuf.EndRenderPass(renderPass);
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cmdbuf.Blit(rt, swapchainTexture, Filter.Nearest, false);
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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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for (var i = 0; i < 4; i += 1)
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{
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MsaaPipelines[i].Dispose();
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RenderTargets[i].Dispose();
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}
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RTSampler.Dispose();
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}
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}
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