135 lines
5.1 KiB
C#
135 lines
5.1 KiB
C#
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class ComputeUniformsGame : Game
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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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struct GradientTextureComputeUniforms
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{
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public uint groupCountX;
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public uint groupCountY;
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public GradientTextureComputeUniforms(uint w, uint h)
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{
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groupCountX = w;
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groupCountY = h;
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}
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}
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public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Create the compute pipeline that writes texture data
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ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("GradientTextureCompute.spv")
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);
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ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
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GraphicsDevice,
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ComputeShaderInfo.Create<GradientTextureComputeUniforms>(gradientTextureComputeShaderModule, "main", 0, 1)
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);
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// Create the graphics pipeline
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ShaderModule vertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert.spv")
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);
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ShaderModule fragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadFrag.spv")
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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drawPipelineCreateInfo.VertexInputState = new VertexInputState(
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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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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vertexBuffer = Buffer.Create<PositionTextureVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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6
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);
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texture = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.Compute | 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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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(vertexBuffer, new PositionTextureVertex[]
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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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GradientTextureComputeUniforms gradientUniforms = new GradientTextureComputeUniforms(
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texture.Width / 8,
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texture.Height / 8
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);
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cmdbuf.BindComputePipeline(gradientTextureComputePipeline);
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cmdbuf.BindComputeTextures(texture);
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cmdbuf.PushComputeShaderUniforms(gradientUniforms);
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cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, 0);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
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cmdbuf.BindGraphicsPipeline(drawPipeline);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.DrawPrimitives(0, 2, 0, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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ComputeUniformsGame game = new ComputeUniformsGame();
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game.Run();
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}
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}
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}
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