Update to new vertex input API
parent
0348b5a497
commit
34475c2b11
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@ -51,11 +51,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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vertShaderModule,
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fragShaderModule
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fragShaderModule
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);
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);
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drawPipelineCreateInfo.VertexInputState = new VertexInputState(
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drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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drawPipeline = new GraphicsPipeline(
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drawPipeline = new GraphicsPipeline(
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@ -52,11 +52,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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vertShaderModule,
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fragShaderModule
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fragShaderModule
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);
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);
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drawPipelineCreateInfo.VertexInputState = new VertexInputState(
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drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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drawPipeline = new GraphicsPipeline(
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drawPipeline = new GraphicsPipeline(
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@ -165,11 +165,7 @@ namespace MoonWorks.Test
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),
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(cubeVertShaderModule, "main", 0),
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(cubeVertShaderModule, "main", 0),
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VertexInputState = new VertexInputState(
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VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
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VertexBinding.Create<PositionColorVertex>(),
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VertexAttribute.Create<PositionColorVertex>("Position", 0),
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VertexAttribute.Create<PositionColorVertex>("Color", 1)
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),
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PrimitiveType = PrimitiveType.TriangleList,
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
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FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
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RasterizerState = RasterizerState.CW_CullBack,
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RasterizerState = RasterizerState.CW_CullBack,
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@ -193,10 +189,7 @@ namespace MoonWorks.Test
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),
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(skyboxVertShaderModule, "main", 0),
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(skyboxVertShaderModule, "main", 0),
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VertexInputState = new VertexInputState(
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VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
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VertexBinding.Create<PositionVertex>(),
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VertexAttribute.Create<PositionVertex>("Position", 0)
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),
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PrimitiveType = PrimitiveType.TriangleList,
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
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FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
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RasterizerState = RasterizerState.CW_CullNone,
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RasterizerState = RasterizerState.CW_CullNone,
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@ -214,11 +207,7 @@ namespace MoonWorks.Test
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blitVertShaderModule,
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blitVertShaderModule,
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blitFragShaderModule
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blitFragShaderModule
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);
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);
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blitPipelineCreateInfo.VertexInputState = new VertexInputState(
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blitPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
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blitPipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<DepthUniforms>(blitFragShaderModule, "main", 1);
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blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
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blitPipeline = new GraphicsPipeline(GraphicsDevice, blitPipelineCreateInfo);
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}
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}
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@ -31,11 +31,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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vertShaderModule,
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fragShaderModule
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fragShaderModule
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);
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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VertexBinding.Create<PositionColorVertex>(),
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VertexAttribute.Create<PositionColorVertex>("Position", 0),
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VertexAttribute.Create<PositionColorVertex>("Color", 1)
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);
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pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullNone;
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pipelineCreateInfo.RasterizerState = RasterizerState.CW_CullNone;
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CW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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CW_CullNonePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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@ -23,11 +23,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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vertShaderModule,
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fragShaderModule
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fragShaderModule
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);
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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VertexBinding.Create<PositionColorVertex>(),
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VertexAttribute.Create<PositionColorVertex>("Position", 0),
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VertexAttribute.Create<PositionColorVertex>("Color", 1)
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);
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graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex buffer
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// Create and populate the vertex buffer
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@ -45,11 +45,7 @@ namespace MoonWorks.Test
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blitVertShaderModule,
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blitVertShaderModule,
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blitFragShaderModule
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blitFragShaderModule
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);
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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@ -5,7 +5,7 @@ using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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namespace MoonWorks.Test
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{
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{
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct PositionVertex
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public struct PositionVertex : IVertexType
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{
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{
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public Vector3 Position;
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public Vector3 Position;
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@ -14,6 +14,11 @@ namespace MoonWorks.Test
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Position = position;
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Position = position;
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}
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}
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public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[1]
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{
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VertexElementFormat.Vector3
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};
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public override string ToString()
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public override string ToString()
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{
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{
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return Position.ToString();
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return Position.ToString();
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@ -21,7 +26,7 @@ namespace MoonWorks.Test
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct PositionColorVertex
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public struct PositionColorVertex : IVertexType
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{
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{
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public Vector3 Position;
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public Vector3 Position;
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public Color Color;
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public Color Color;
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@ -32,6 +37,12 @@ namespace MoonWorks.Test
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Color = color;
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Color = color;
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}
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}
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public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[2]
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{
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VertexElementFormat.Vector3,
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VertexElementFormat.Color
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};
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public override string ToString()
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public override string ToString()
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{
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{
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return Position + " | " + Color;
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return Position + " | " + Color;
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@ -39,7 +50,7 @@ namespace MoonWorks.Test
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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public struct PositionTextureVertex
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public struct PositionTextureVertex : IVertexType
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{
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{
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public Vector3 Position;
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public Vector3 Position;
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public Vector2 TexCoord;
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public Vector2 TexCoord;
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@ -50,6 +61,12 @@ namespace MoonWorks.Test
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TexCoord = texCoord;
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TexCoord = texCoord;
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}
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}
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public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[2]
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{
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VertexElementFormat.Vector3,
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VertexElementFormat.Vector2
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};
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public override string ToString()
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public override string ToString()
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{
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{
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return Position + " | " + TexCoord;
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return Position + " | " + TexCoord;
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@ -50,11 +50,7 @@ namespace MoonWorks.Test
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fragShaderModule
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fragShaderModule
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);
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);
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pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
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pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
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pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
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pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
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pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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@ -38,11 +38,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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vertShaderModule,
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fragShaderModule
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fragShaderModule
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);
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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VertexBinding.Create<PositionTextureVertex>(),
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VertexAttribute.Create<PositionTextureVertex>("Position", 0),
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VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
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);
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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@ -21,11 +21,7 @@ namespace MoonWorks.Test
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vertShaderModule,
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vertShaderModule,
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fragShaderModule
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fragShaderModule
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);
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);
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pipelineCreateInfo.VertexInputState = new VertexInputState(
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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VertexBinding.Create<PositionColorVertex>(),
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VertexAttribute.Create<PositionColorVertex>("Position", 0),
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VertexAttribute.Create<PositionColorVertex>("Color", 1)
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);
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the vertex buffer
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// Create and populate the vertex buffer
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