Texture3DCopyExample

refresh2
cosmonaut 2024-06-06 15:28:16 -07:00
parent 2efb502cd4
commit 071ff5788c
4 changed files with 226 additions and 192 deletions

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@ -1,191 +0,0 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class RenderTexture3DGame : Game
{
private GraphicsPipeline pipeline;
private GpuBuffer vertexBuffer;
private GpuBuffer indexBuffer;
private Texture rt;
private Texture texture3D;
private Sampler sampler;
private float t;
private Color[] colors = new Color[]
{
Color.Red,
Color.Green,
Color.Blue,
};
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
vertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
],
BufferUsageFlags.Vertex
);
indexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
rt = Texture.CreateTexture2DArray(
GraphicsDevice,
16,
16,
(uint) colors.Length,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
texture3D = new Texture(GraphicsDevice, new TextureCreateInfo
{
Width = 16,
Height = 16,
Depth = 3,
IsCube = false,
LayerCount = 1,
LevelCount = 1,
SampleCount = SampleCount.One,
Format = TextureFormat.R8G8B8A8,
UsageFlags = TextureUsageFlags.Sampler
});
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each layer slice of the RT to a different color
for (uint i = 0; i < colors.Length; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
TextureSlice = new TextureSlice
{
Texture = rt,
Layer = i,
MipLevel = 0
},
ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass();
}
// Copy each layer slice to a different 3D depth
cmdbuf.BeginCopyPass();
for (var i = 0; i < 3; i += 1)
{
cmdbuf.CopyTextureToTexture(
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = rt,
Layer = (uint) i,
MipLevel = 0
},
X = 0,
Y = 0,
Z = 0,
Width = 16,
Height = 16,
Depth = 1
},
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = texture3D,
Layer = 0,
MipLevel = 0
},
X = 0,
Y = 0,
Z = (uint) i,
Width = 16,
Height = 16,
Depth = 1
},
WriteOptions.Unsafe
);
}
cmdbuf.EndCopyPass();
GraphicsDevice.Submit(cmdbuf);
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
t += 0.01f;
FragUniform fragUniform = new FragUniform(t);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture3D, sampler));
cmdbuf.PushFragmentShaderUniforms(fragUniform);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
RenderTexture3DGame game = new RenderTexture3DGame();
game.Run();
}
}
}

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@ -0,0 +1,223 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
using MoonWorks.Math.Float;
namespace MoonWorksGraphicsTests;
class Texture3DCopyExample : Example
{
private GraphicsPipeline Pipeline;
private GpuBuffer VertexBuffer;
private GpuBuffer IndexBuffer;
private Texture RenderTexture;
private Texture Texture3D;
private Sampler Sampler;
private float t;
private Color[] colors =
[
Color.Red,
Color.Green,
Color.Blue,
];
struct FragUniform
{
public float Depth;
public FragUniform(float depth)
{
Depth = depth;
}
}
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Window.SetTitle("Texture3DCopy");
// Load the shaders
Shader vertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader fragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuad3D.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
Window.SwapchainFormat,
vertShader,
fragShader
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1,
UniformBufferCount = 1
};
Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create samplers
Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create and populate the GPU resources
var resourceUploader = new ResourceUploader(GraphicsDevice);
VertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
],
BufferUsageFlags.Vertex
);
IndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
RenderTexture = Texture.CreateTexture2DArray(
GraphicsDevice,
16,
16,
(uint) colors.Length,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
);
Texture3D = new Texture(GraphicsDevice, new TextureCreateInfo
{
Width = 16,
Height = 16,
Depth = 3,
IsCube = false,
LayerCount = 1,
LevelCount = 1,
SampleCount = SampleCount.One,
Format = TextureFormat.R8G8B8A8,
UsageFlags = TextureUsageFlags.Sampler
});
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
// Clear each layer slice of the RT to a different color
for (uint i = 0; i < colors.Length; i += 1)
{
ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
{
TextureSlice = new TextureSlice
{
Texture = RenderTexture,
Layer = i,
MipLevel = 0
},
ClearColor = colors[i],
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
cmdbuf.EndRenderPass(renderPass);
}
// Copy each layer slice to a different 3D depth
var copyPass = cmdbuf.BeginCopyPass();
for (var i = 0; i < 3; i += 1)
{
copyPass.CopyTextureToTexture(
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = RenderTexture,
Layer = (uint) i,
MipLevel = 0
},
X = 0,
Y = 0,
Z = 0,
Width = 16,
Height = 16,
Depth = 1
},
new TextureRegion
{
TextureSlice = new TextureSlice
{
Texture = Texture3D,
Layer = 0,
MipLevel = 0
},
X = 0,
Y = 0,
Z = (uint) i,
Width = 16,
Height = 16,
Depth = 1
},
false
);
}
cmdbuf.EndCopyPass(copyPass);
GraphicsDevice.Submit(cmdbuf);
}
public override void Update(System.TimeSpan delta) { }
public override void Draw(double alpha)
{
t += 0.01f;
FragUniform fragUniform = new FragUniform(t);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
swapchainTexture,
false,
Color.Black
)
);
renderPass.BindGraphicsPipeline(Pipeline);
renderPass.BindVertexBuffer(VertexBuffer);
renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
renderPass.BindFragmentSampler(new TextureSamplerBinding(Texture3D, Sampler));
renderPass.PushFragmentUniformData(fragUniform);
renderPass.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass(renderPass);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
Pipeline.Dispose();
VertexBuffer.Dispose();
IndexBuffer.Dispose();
RenderTexture.Dispose();
Texture3D.Dispose();
Sampler.Dispose();
}
}

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@ -45,6 +45,7 @@
<Compile Include="Examples\RenderTextureCubeExample.cs" />
<Compile Include="Examples\RenderTextureMipmapsExample.cs" />
<Compile Include="Examples\StoreLoadExample.cs" />
<Compile Include="Examples\Texture3DCopyExample.cs" />
</ItemGroup>
<Import Project=".\CopyMoonlibs.targets" />

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@ -28,7 +28,8 @@ class Program : Game
new RenderTexture2DExample(),
new RenderTextureCubeExample(),
new RenderTextureMipmapsExample(),
new StoreLoadExample()
new StoreLoadExample(),
new Texture3DCopyExample()
];
int ExampleIndex = 0;