2024-02-23 20:51:42 +00:00
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using MoonWorks.Graphics;
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2023-01-03 18:27:48 +00:00
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using MoonWorks.Math.Float;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Test
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{
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2024-02-07 15:27:55 +00:00
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class DrawIndirectGame : Game
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{
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private GraphicsPipeline graphicsPipeline;
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private GpuBuffer vertexBuffer;
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private GpuBuffer drawBuffer;
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2024-03-07 18:35:12 +00:00
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public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = 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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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex buffer
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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2024-02-23 22:32:56 +00:00
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vertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue),
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new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green),
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new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
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2023-01-03 18:27:48 +00:00
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new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue),
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new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green),
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new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
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],
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BufferUsageFlags.Vertex
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);
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drawBuffer = resourceUploader.CreateBuffer(
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[
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new IndirectDrawCommand(3, 1, 3, 0),
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new IndirectDrawCommand(3, 1, 0, 0),
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],
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BufferUsageFlags.Indirect
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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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, WriteOptions.Cycle, Color.CornflowerBlue));
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cmdbuf.BindGraphicsPipeline(graphicsPipeline);
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cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0));
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cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>());
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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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DrawIndirectGame game = new DrawIndirectGame();
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game.Run();
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}
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}
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2023-01-03 18:27:48 +00:00
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}
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