Recompiled shaders with latest shadercompiler and updated shader names to avoid redundancy

spritebatch
Caleb Cornett 2023-07-01 13:41:42 -04:00
parent 0a0c269dc9
commit 0d48af5f7d
56 changed files with 57 additions and 57 deletions

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@ -16,7 +16,7 @@ namespace MoonWorks.Test
// Create the compute pipeline that writes texture data
ShaderModule fillTextureComputeShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("FillTextureCompute")
TestUtils.GetShaderPath("FillTexture.comp")
);
ComputePipeline fillTextureComputePipeline = new ComputePipeline(
@ -27,7 +27,7 @@ namespace MoonWorks.Test
// Create the compute pipeline that calculates squares of numbers
ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("CalculateSquaresCompute")
TestUtils.GetShaderPath("CalculateSquares.comp")
);
ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
@ -38,12 +38,12 @@ namespace MoonWorks.Test
// Create the graphics pipeline
ShaderModule vertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadVert")
TestUtils.GetShaderPath("TexturedQuad.vert")
);
ShaderModule fragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadFrag")
TestUtils.GetShaderPath("TexturedQuad.frag")
);
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -14,8 +14,8 @@ namespace MoonWorks.Test
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipelines
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -19,8 +19,8 @@ namespace MoonWorks.Test
{
Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,

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@ -28,8 +28,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Setting texture to: " + textureNames[0]);
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -28,7 +28,7 @@ namespace MoonWorks.Test
// Create the compute pipeline that writes texture data
ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("GradientTextureCompute")
TestUtils.GetShaderPath("GradientTexture.comp")
);
ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
@ -39,12 +39,12 @@ namespace MoonWorks.Test
// Create the graphics pipeline
ShaderModule vertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadVert")
TestUtils.GetShaderPath("TexturedQuad.vert")
);
ShaderModule fragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadFrag")
TestUtils.GetShaderPath("TexturedQuad.frag")
);
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -18,8 +18,8 @@ namespace MoonWorks.Test
public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -68,29 +68,29 @@ namespace MoonWorks.Test
{
ShaderModule cubeVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("PositionColorVertWithMatrix")
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
);
ShaderModule cubeFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor")
TestUtils.GetShaderPath("SolidColor.frag")
);
ShaderModule skyboxVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SkyboxVert")
TestUtils.GetShaderPath("Skybox.vert")
);
ShaderModule skyboxFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SkyboxFrag")
TestUtils.GetShaderPath("Skybox.frag")
);
ShaderModule blitVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadVert")
TestUtils.GetShaderPath("TexturedQuad.vert")
);
ShaderModule blitFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedDepthQuadFrag")
TestUtils.GetShaderPath("TexturedDepthQuad.frag")
);
depthTexture = Texture.CreateTexture2D(

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@ -22,8 +22,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipelines
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -33,11 +33,11 @@ namespace MoonWorks.Test
// Create the cube pipelines
ShaderModule cubeVertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("PositionColorVertWithMatrix")
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
);
ShaderModule cubeFragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor")
TestUtils.GetShaderPath("SolidColor.frag")
);
GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
@ -65,8 +65,8 @@ namespace MoonWorks.Test
}
// Create the blit pipeline
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,

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@ -14,8 +14,8 @@ namespace MoonWorks.Test
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -18,8 +18,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVertInstanced"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -22,8 +22,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
// Create the MSAA pipelines
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
TextureFormat.R8G8B8A8,
@ -37,8 +37,8 @@ namespace MoonWorks.Test
}
// Create the blit pipeline
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,

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@ -34,8 +34,8 @@ namespace MoonWorks.Test
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
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(

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@ -31,8 +31,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Press Down to view the other side of the cubemap");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -49,8 +49,8 @@ namespace MoonWorks.Test
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -30,8 +30,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Press Left and Right to cycle between depth slices");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
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(

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@ -20,8 +20,8 @@ namespace MoonWorks.Test
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -29,8 +29,8 @@ namespace MoonWorks.Test
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -50,8 +50,8 @@ namespace MoonWorks.Test
Logger.LogInfo(qoiBytes.Length.ToString());
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -12,8 +12,8 @@ namespace MoonWorks.Test
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -14,8 +14,8 @@ namespace MoonWorks.Test
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSamplerVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -17,8 +17,8 @@ namespace MoonWorks.Test
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
// Load the shaders
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
// Create the graphics pipeline
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(

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@ -22,8 +22,8 @@ namespace MoonWorks.Test
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,