Recompiled shaders with latest shadercompiler and updated shader names to avoid redundancy
parent
0a0c269dc9
commit
0d48af5f7d
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@ -16,7 +16,7 @@ namespace MoonWorks.Test
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// Create the compute pipeline that writes texture data
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// Create the compute pipeline that writes texture data
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ShaderModule fillTextureComputeShaderModule = new ShaderModule(
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ShaderModule fillTextureComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("FillTextureCompute")
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TestUtils.GetShaderPath("FillTexture.comp")
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);
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);
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ComputePipeline fillTextureComputePipeline = new ComputePipeline(
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ComputePipeline fillTextureComputePipeline = new ComputePipeline(
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@ -27,7 +27,7 @@ namespace MoonWorks.Test
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// Create the compute pipeline that calculates squares of numbers
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// Create the compute pipeline that calculates squares of numbers
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ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
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ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("CalculateSquaresCompute")
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TestUtils.GetShaderPath("CalculateSquares.comp")
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);
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);
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ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
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ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
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@ -38,12 +38,12 @@ namespace MoonWorks.Test
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// Create the graphics pipeline
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// Create the graphics pipeline
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ShaderModule vertShaderModule = new ShaderModule(
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ShaderModule vertShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert")
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TestUtils.GetShaderPath("TexturedQuad.vert")
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);
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);
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ShaderModule fragShaderModule = new ShaderModule(
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ShaderModule fragShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadFrag")
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TestUtils.GetShaderPath("TexturedQuad.frag")
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);
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -14,8 +14,8 @@ namespace MoonWorks.Test
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public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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{
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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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"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipelines
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// Create the graphics pipelines
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -19,8 +19,8 @@ namespace MoonWorks.Test
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{
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{
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Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
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Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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MainWindow.SwapchainFormat,
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@ -28,8 +28,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Setting texture to: " + textureNames[0]);
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Logger.LogInfo("Setting texture to: " + textureNames[0]);
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -28,7 +28,7 @@ namespace MoonWorks.Test
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// Create the compute pipeline that writes texture data
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// Create the compute pipeline that writes texture data
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ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
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ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("GradientTextureCompute")
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TestUtils.GetShaderPath("GradientTexture.comp")
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);
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);
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ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
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ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
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@ -39,12 +39,12 @@ namespace MoonWorks.Test
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// Create the graphics pipeline
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// Create the graphics pipeline
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ShaderModule vertShaderModule = new ShaderModule(
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ShaderModule vertShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert")
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TestUtils.GetShaderPath("TexturedQuad.vert")
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);
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);
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ShaderModule fragShaderModule = new ShaderModule(
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ShaderModule fragShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadFrag")
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TestUtils.GetShaderPath("TexturedQuad.frag")
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);
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -18,8 +18,8 @@ namespace MoonWorks.Test
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public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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{
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -68,29 +68,29 @@ namespace MoonWorks.Test
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{
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{
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ShaderModule cubeVertShaderModule = new ShaderModule(
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorVertWithMatrix")
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TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
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);
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor")
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TestUtils.GetShaderPath("SolidColor.frag")
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);
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);
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ShaderModule skyboxVertShaderModule = new ShaderModule(
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ShaderModule skyboxVertShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("SkyboxVert")
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TestUtils.GetShaderPath("Skybox.vert")
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);
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);
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ShaderModule skyboxFragShaderModule = new ShaderModule(
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ShaderModule skyboxFragShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("SkyboxFrag")
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TestUtils.GetShaderPath("Skybox.frag")
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);
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);
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ShaderModule blitVertShaderModule = new ShaderModule(
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ShaderModule blitVertShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert")
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TestUtils.GetShaderPath("TexturedQuad.vert")
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);
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);
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ShaderModule blitFragShaderModule = new ShaderModule(
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ShaderModule blitFragShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedDepthQuadFrag")
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TestUtils.GetShaderPath("TexturedDepthQuad.frag")
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);
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);
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depthTexture = Texture.CreateTexture2D(
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depthTexture = Texture.CreateTexture2D(
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@ -22,8 +22,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
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Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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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"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipelines
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// Create the graphics pipelines
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -33,11 +33,11 @@ namespace MoonWorks.Test
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// Create the cube pipelines
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// Create the cube pipelines
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ShaderModule cubeVertShaderModule = new ShaderModule(
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorVertWithMatrix")
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TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
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);
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor")
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TestUtils.GetShaderPath("SolidColor.frag")
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);
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);
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GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
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GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
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@ -65,8 +65,8 @@ namespace MoonWorks.Test
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}
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}
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// Create the blit pipeline
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// Create the blit pipeline
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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MainWindow.SwapchainFormat,
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@ -14,8 +14,8 @@ namespace MoonWorks.Test
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public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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{
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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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"));
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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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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -18,8 +18,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVertInstanced"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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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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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -22,8 +22,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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// Create the MSAA pipelines
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// Create the MSAA pipelines
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ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
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ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
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ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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TextureFormat.R8G8B8A8,
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TextureFormat.R8G8B8A8,
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@ -37,8 +37,8 @@ namespace MoonWorks.Test
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}
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}
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// Create the blit pipeline
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// Create the blit pipeline
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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MainWindow.SwapchainFormat,
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@ -34,8 +34,8 @@ namespace MoonWorks.Test
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public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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{
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -31,8 +31,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxVert"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -49,8 +49,8 @@ namespace MoonWorks.Test
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Logger.LogInfo(GetSamplerString(currentSamplerIndex));
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Logger.LogInfo(GetSamplerString(currentSamplerIndex));
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -30,8 +30,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Press Left and Right to cycle between depth slices");
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Logger.LogInfo("Press Left and Right to cycle between depth slices");
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -20,8 +20,8 @@ namespace MoonWorks.Test
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Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
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Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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// Create the graphics pipeline
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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@ -29,8 +29,8 @@ namespace MoonWorks.Test
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public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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{
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// Load the shaders
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
|
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
|
||||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor"));
|
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"));
|
||||||
|
|
||||||
// Create the graphics pipeline
|
// Create the graphics pipeline
|
||||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||||
|
|
|
@ -50,8 +50,8 @@ namespace MoonWorks.Test
|
||||||
Logger.LogInfo(qoiBytes.Length.ToString());
|
Logger.LogInfo(qoiBytes.Length.ToString());
|
||||||
|
|
||||||
// Load the shaders
|
// Load the shaders
|
||||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||||
|
|
||||||
// Create the graphics pipeline
|
// Create the graphics pipeline
|
||||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||||
|
|
|
@ -12,8 +12,8 @@ namespace MoonWorks.Test
|
||||||
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||||
{
|
{
|
||||||
// Load the shaders
|
// Load the shaders
|
||||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||||
|
|
||||||
// Create the graphics pipeline
|
// Create the graphics pipeline
|
||||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||||
|
|
|
@ -14,8 +14,8 @@ namespace MoonWorks.Test
|
||||||
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||||
{
|
{
|
||||||
// Load the shaders
|
// Load the shaders
|
||||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSamplerVert"));
|
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
|
||||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||||
|
|
||||||
// Create the graphics pipeline
|
// Create the graphics pipeline
|
||||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||||
|
|
|
@ -17,8 +17,8 @@ namespace MoonWorks.Test
|
||||||
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||||
{
|
{
|
||||||
// Load the shaders
|
// Load the shaders
|
||||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||||
|
|
||||||
// Create the graphics pipeline
|
// Create the graphics pipeline
|
||||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||||
|
|
|
@ -22,8 +22,8 @@ namespace MoonWorks.Test
|
||||||
|
|
||||||
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||||
{
|
{
|
||||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
|
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||||
|
|
||||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||||
MainWindow.SwapchainFormat,
|
MainWindow.SwapchainFormat,
|
||||||
|
|
Loading…
Reference in New Issue