MSAAExample

refresh2
cosmonaut 2024-06-06 14:38:53 -07:00
parent 4b2a9385d9
commit 42f66e8a87
5 changed files with 153 additions and 153 deletions

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@ -2,7 +2,6 @@
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
using MoonWorks.Math;
using System.Runtime.InteropServices;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;

150
Examples/MSAAExample.cs Normal file
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using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Input;
namespace MoonWorksGraphicsTests;
class MSAAExample : Example
{
private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4];
private Texture[] RenderTargets = new Texture[4];
private Sampler RTSampler;
private SampleCount currentSampleCount;
public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
{
Window = window;
GraphicsDevice = graphicsDevice;
Inputs = inputs;
Window.SetTitle("MSAA");
currentSampleCount = SampleCount.Four;
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
// Create the MSAA pipelines
Shader triangleVertShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("RawTriangle.vert"),
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
Shader triangleFragShader = new Shader(
GraphicsDevice,
TestUtils.GetShaderPath("SolidColor.frag"),
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
TextureFormat.R8G8B8A8,
triangleVertShader,
triangleFragShader
);
for (int i = 0; i < MsaaPipelines.Length; i += 1)
{
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
}
// Create the blit pipeline
/*
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
blitVertShaderModule,
blitFragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
*/
// Create the MSAA render textures
for (int i = 0; i < RenderTargets.Length; i += 1)
{
RenderTargets[i] = Texture.CreateTexture2D(
GraphicsDevice,
Window.Width,
Window.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
1,
(SampleCount) i
);
}
// Create the sampler
RTSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
}
public override void Update(System.TimeSpan delta)
{
SampleCount prevSampleCount = currentSampleCount;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentSampleCount -= 1;
if (currentSampleCount < 0)
{
currentSampleCount = SampleCount.Eight;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentSampleCount += 1;
if (currentSampleCount > SampleCount.Eight)
{
currentSampleCount = SampleCount.One;
}
}
if (prevSampleCount != currentSampleCount)
{
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
}
}
public override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
if (swapchainTexture != null)
{
Texture rt = RenderTargets[(int) currentSampleCount];
var renderPass = cmdbuf.BeginRenderPass(
new ColorAttachmentInfo(
rt,
true,
Color.Black
)
);
renderPass.BindGraphicsPipeline(MsaaPipelines[(int) currentSampleCount]);
renderPass.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass(renderPass);
cmdbuf.Blit(rt, swapchainTexture, Filter.Nearest, false);
}
GraphicsDevice.Submit(cmdbuf);
}
public override void Destroy()
{
for (var i = 0; i < 4; i += 1)
{
MsaaPipelines[i].Dispose();
RenderTargets[i].Dispose();
}
RTSampler.Dispose();
}
}

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@ -1,151 +0,0 @@
using MoonWorks;
using MoonWorks.Math.Float;
using MoonWorks.Graphics;
namespace MoonWorks.Test
{
class MSAAGame : Game
{
private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
private GraphicsPipeline blitPipeline;
private Texture[] renderTargets = new Texture[4];
private Sampler rtSampler;
private GpuBuffer quadVertexBuffer;
private GpuBuffer quadIndexBuffer;
private SampleCount currentSampleCount = SampleCount.Four;
public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
{
Logger.LogInfo("Press Left and Right to cycle between sample counts");
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
// Create the MSAA pipelines
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
TextureFormat.R8G8B8A8,
triangleVertShaderModule,
triangleFragShaderModule
);
for (int i = 0; i < msaaPipelines.Length; i += 1)
{
pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
msaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
}
// Create the blit pipeline
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
MainWindow.SwapchainFormat,
blitVertShaderModule,
blitFragShaderModule
);
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
// Create the MSAA render textures
for (int i = 0; i < renderTargets.Length; i += 1)
{
renderTargets[i] = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
1,
(SampleCount) i
);
}
// Create the sampler
rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create and populate the vertex and index buffers
var resourceUploader = new ResourceUploader(GraphicsDevice);
quadVertexBuffer = resourceUploader.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1))
],
BufferUsageFlags.Vertex
);
quadIndexBuffer = resourceUploader.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3
],
BufferUsageFlags.Index
);
resourceUploader.Upload();
resourceUploader.Dispose();
}
protected override void Update(System.TimeSpan delta)
{
SampleCount prevSampleCount = currentSampleCount;
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
currentSampleCount -= 1;
if (currentSampleCount < 0)
{
currentSampleCount = SampleCount.Eight;
}
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
{
currentSampleCount += 1;
if (currentSampleCount > SampleCount.Eight)
{
currentSampleCount = SampleCount.One;
}
}
if (prevSampleCount != currentSampleCount)
{
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
}
}
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
Texture rt = renderTargets[(int) currentSampleCount];
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(rt, WriteOptions.Cycle, Color.Black));
cmdbuf.BindGraphicsPipeline(msaaPipelines[(int) currentSampleCount]);
cmdbuf.DrawPrimitives(0, 1);
cmdbuf.EndRenderPass();
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, LoadOp.DontCare));
cmdbuf.BindGraphicsPipeline(blitPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, rtSampler));
cmdbuf.BindVertexBuffers(quadVertexBuffer);
cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
MSAAGame game = new MSAAGame();
game.Run();
}
}
}

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@ -39,6 +39,7 @@
<Compile Include="Examples\GetBufferDataExample.cs" />
<Compile Include="Examples\InstancingAndOffsetsExample.cs" />
<Compile Include="Examples\MSAACubeExample.cs" />
<Compile Include="Examples\MSAAExample.cs" />
</ItemGroup>
<Import Project=".\CopyMoonlibs.targets" />

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@ -22,7 +22,8 @@ class Program : Game
new DrawIndirectExample(),
new GetBufferDataExample(),
new InstancingAndOffsetsExample(),
new MSAACubeExample()
new MSAACubeExample(),
new MSAAExample()
];
int ExampleIndex = 0;