Add CopyTexture test
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net7.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class CopyTextureGame : Game
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{
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private GraphicsPipeline pipeline;
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private Buffer vertexBuffer;
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private Buffer indexBuffer;
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private Texture originalTexture;
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private Texture textureCopy;
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private Texture textureSmallCopy;
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private Sampler sampler;
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public CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv"));
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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.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create sampler
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the GPU resources
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vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 12);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 12);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1f, 0f, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3( 0f, 0f, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3( 0f, 1f, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1f, 1f, 0), new Vector2(0, 1)),
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new PositionTextureVertex(new Vector3(0f, 0f, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1f, 0f, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1f, 1f, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(0f, 1f, 0), new Vector2(0, 1)),
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new PositionTextureVertex(new Vector3(-0.5f, -1f, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3( 0.5f, -1f, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3( 0.5f, 0f, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-0.5f, 0f, 0), new Vector2(0, 1))
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}
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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new ushort[]
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{
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0, 1, 2,
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0, 2, 3,
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// For testing index offsets
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8, 9, 10,
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8, 10, 11,
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}
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);
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// Load the texture. Copy-pasted from Texture.LoadPNG,
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// but with the texture bytes stored.
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var pixels = RefreshCS.Refresh.Refresh_Image_Load(
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TestUtils.GetTexturePath("ravioli.png"),
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out var width,
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out var height,
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out var channels
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);
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var byteCount = (uint)(width * height * channels);
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TextureCreateInfo textureCreateInfo;
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textureCreateInfo.Width = (uint)width;
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textureCreateInfo.Height = (uint)height;
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textureCreateInfo.Depth = 1;
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textureCreateInfo.Format = TextureFormat.R8G8B8A8;
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textureCreateInfo.IsCube = false;
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textureCreateInfo.LevelCount = 1;
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textureCreateInfo.UsageFlags = TextureUsageFlags.Sampler;
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originalTexture = new Texture(GraphicsDevice, textureCreateInfo);
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cmdbuf.SetTextureData(originalTexture, pixels, byteCount);
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byte[] textureBytes = new byte[byteCount];
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System.Runtime.InteropServices.Marshal.Copy(pixels, textureBytes, 0, (int) byteCount);
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RefreshCS.Refresh.Refresh_Image_Free(pixels);
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// Create a 1:1 copy of the texture
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textureCopy = new Texture(GraphicsDevice, textureCreateInfo);
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cmdbuf.CopyTextureToTexture(
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new TextureSlice(originalTexture),
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new TextureSlice(textureCopy),
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Filter.Linear
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);
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// Create a half-sized copy of this texture
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textureCreateInfo.Width /= 2;
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textureCreateInfo.Height /= 2;
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textureSmallCopy = new Texture(GraphicsDevice, textureCreateInfo);
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cmdbuf.CopyTextureToTexture(
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new TextureSlice(originalTexture),
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new TextureSlice(
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textureSmallCopy,
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new Rect(
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(int) textureCreateInfo.Width,
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(int) textureCreateInfo.Height
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)
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),
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Filter.Linear
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);
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// Copy the texture to a buffer
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Buffer compareBuffer = Buffer.Create<byte>(GraphicsDevice, 0, (uint) textureBytes.Length);
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cmdbuf.CopyTextureToBuffer(new TextureSlice(originalTexture), compareBuffer);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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// Compare the original bytes to the copied bytes.
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// Doing a manual equality check per byte because I can't find a way to memcmp in C#.
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byte[] copiedBytes = new byte[textureBytes.Length];
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compareBuffer.GetData<byte>(copiedBytes, (uint) copiedBytes.Length);
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for (int i = 0; i < copiedBytes.Length; i += 1)
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{
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if (textureBytes[i] != copiedBytes[i])
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{
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Logger.LogError("FAIL! Original texture bytes do not match bytes from CopyTextureToBuffer!");
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return;
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}
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}
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Logger.LogError("SUCCESS! Original texture bytes and the bytes from CopyTextureToBuffer match!");
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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, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(originalTexture, sampler));
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureCopy, sampler));
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cmdbuf.DrawIndexedPrimitives(4, 0, 2, 0, 0);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textureSmallCopy, sampler));
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cmdbuf.DrawIndexedPrimitives(0, 6, 2, 0, 0);
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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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CopyTextureGame game = new CopyTextureGame();
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game.Run();
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}
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}
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}
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@ -35,6 +35,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DrawIndirect", "DrawIndirec
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CompressedTextures", "CompressedTextures\CompressedTextures.csproj", "{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CopyTexture", "CopyTexture\CopyTexture.csproj", "{CF25A5A2-A0BD-4C9B-BB07-19CCD97C1C4E}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Debug|x64.Build.0 = Debug|x64
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Release|x64.ActiveCfg = Release|Any CPU
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{E90D236C-BD0F-4420-ADD0-867D21F4DCA5}.Release|x64.Build.0 = Release|Any CPU
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{CF25A5A2-A0BD-4C9B-BB07-19CCD97C1C4E}.Debug|x64.ActiveCfg = Debug|x64
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{CF25A5A2-A0BD-4C9B-BB07-19CCD97C1C4E}.Debug|x64.Build.0 = Debug|x64
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{CF25A5A2-A0BD-4C9B-BB07-19CCD97C1C4E}.Release|x64.ActiveCfg = Release|Any CPU
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{CF25A5A2-A0BD-4C9B-BB07-19CCD97C1C4E}.Release|x64.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -55,3 +55,7 @@ Draws two triangles via indirect commands. Tests DrawPrimitivesIndirect.
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**CompressedTextures**
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Loads a series of compressed textures, then displays them for viewing. Tests compressed texture loading.
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**CopyTexture**
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Loads an image, then makes three copies of the image. One is a 1:1 scale image, another is a half-sized image (to test linear/nearest blitting), and the final copy is to a buffer. The buffer bytes are then compared with the original texture bytes to verify the copy's correctness. Tests CopyTextureToTexture, CopyTextureToBuffer, vertex offsets, and index offsets.
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