Added CompressedTextures test

pull/1/head
Caleb Cornett 2023-01-06 20:53:33 -05:00
parent cc23f71c60
commit 0898284506
8 changed files with 162 additions and 1 deletions

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@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
</ItemGroup>
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net7.0</TargetFramework>
<Nullable>enable</Nullable>
<Platforms>x64</Platforms>
</PropertyGroup>
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
</Project>

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@ -0,0 +1,134 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using System.IO;
namespace MoonWorks.Test
{
class CompressedTexturesGame : Game
{
private GraphicsPipeline pipeline;
private Buffer vertexBuffer;
private Buffer indexBuffer;
private Sampler sampler;
private Texture[] textures;
private string[] textureNames = new string[]
{
"BC1",
"BC2",
"BC3",
"BC7"
};
private int currentTextureIndex;
public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between textures");
Logger.LogInfo("Setting texture to: " + textureNames[0]);
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
vertShaderModule,
fragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create sampler
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
// Create texture array
textures = new Texture[textureNames.Length];
// Create and populate the GPU resources
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(
vertexBuffer,
new PositionTextureVertex[]
{
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)),
}
);
cmdbuf.SetBufferData(
indexBuffer,
new ushort[]
{
0, 1, 2,
0, 2, 3,
}
);
for (int i = 0; i < textureNames.Length; i += 1)
{
Logger.LogInfo(textureNames[i]);
using (FileStream fs = new FileStream(TestUtils.GetTexturePath(textureNames[i] + ".dds"), FileMode.Open, FileAccess.Read))
textures[i] = Texture.LoadDDS(GraphicsDevice, cmdbuf, fs);
}
GraphicsDevice.Submit(cmdbuf);
GraphicsDevice.Wait();
}
protected override void Update(System.TimeSpan delta)
{
int prevSamplerIndex = currentTextureIndex;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentTextureIndex -= 1;
if (currentTextureIndex < 0)
{
currentTextureIndex = textureNames.Length - 1;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentTextureIndex += 1;
if (currentTextureIndex >= textureNames.Length)
{
currentTextureIndex = 0;
}
}
if (prevSamplerIndex != currentTextureIndex)
{
Logger.LogInfo("Setting texture to: " + textureNames[currentTextureIndex]);
}
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
cmdbuf.BindGraphicsPipeline(pipeline);
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[currentTextureIndex], sampler));
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
CompressedTexturesGame game = new CompressedTexturesGame();
game.Run();
}
}
}

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@ -31,7 +31,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicCompute", "BasicComput
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ComputeUniforms", "ComputeUniforms\ComputeUniforms.csproj", "{5F8BBD49-6C39-4186-A4A3-91D6662D3ABD}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DrawIndirect", "DrawIndirect\DrawIndirect.csproj", "{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}"
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DrawIndirect", "DrawIndirect\DrawIndirect.csproj", "{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CompressedTextures", "CompressedTextures\CompressedTextures.csproj", "{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -99,6 +101,10 @@ Global
{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Debug|x64.Build.0 = Debug|x64
{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Release|x64.ActiveCfg = Release|Any CPU
{CA6E0ACF-3698-452F-B71F-51286EB5E1B2}.Release|x64.Build.0 = Release|Any CPU
{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Debug|x64.ActiveCfg = Debug|x64
{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Debug|x64.Build.0 = Debug|x64
{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Release|x64.ActiveCfg = Release|Any CPU
{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -51,3 +51,7 @@ Uses a compute pipeline to fill a texture with a color gradient. Tests compute u
**DrawIndirect**
Draws two triangles via indirect commands. Tests DrawPrimitivesIndirect.
**CompressedTextures**
Loads a series of compressed textures, then displays them for viewing. Tests compressed texture loading.