add BasicCompute test

pull/1/head
Caleb Cornett 2022-11-12 18:20:02 -05:00
parent a9f53af62c
commit 4f0a053e00
6 changed files with 150 additions and 0 deletions

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@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
</ItemGroup>
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<Nullable>enable</Nullable>
<Platforms>x64</Platforms>
</PropertyGroup>
</Project>

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@ -0,0 +1,108 @@
using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;
namespace MoonWorks.Test
{
class BasicComputeGame : Game
{
private GraphicsPipeline drawPipeline;
private Texture texture;
private Sampler sampler;
private Buffer vertexBuffer;
public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
{
ShaderModule computeShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("FillTextureCompute.spv")
);
ComputePipeline computePipeline = new ComputePipeline(
GraphicsDevice,
ComputeShaderInfo.Create(computeShaderModule, "main", 0, 1)
);
ShaderModule vertShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadVert.spv")
);
ShaderModule fragShaderModule = new ShaderModule(
GraphicsDevice,
TestUtils.GetShaderPath("TexturedQuadFrag.spv")
);
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
vertShaderModule,
fragShaderModule
);
drawPipelineCreateInfo.VertexInputState = new VertexInputState(
VertexBinding.Create<PositionTextureVertex>(),
VertexAttribute.Create<PositionTextureVertex>("Position", 0),
VertexAttribute.Create<PositionTextureVertex>("TexCoord", 1)
);
drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
drawPipeline = new GraphicsPipeline(
GraphicsDevice,
drawPipelineCreateInfo
);
vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
// Create the texture that will be filled in by the compute pipeline
texture = Texture.CreateTexture2D(
GraphicsDevice,
MainWindow.Width,
MainWindow.Height,
TextureFormat.R8G8B8A8,
TextureUsageFlags.Compute | TextureUsageFlags.Sampler
);
sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
// Populate the vertex buffer and run the compute shader to generate the texture data
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(vertexBuffer, new PositionTextureVertex[]
{
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, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
});
cmdbuf.BindComputePipeline(computePipeline);
cmdbuf.BindComputeTextures(texture);
cmdbuf.DispatchCompute(MainWindow.Width / 8, MainWindow.Height / 8, 1, 0);
GraphicsDevice.Submit(cmdbuf);
}
protected override void Update(System.TimeSpan delta) { }
protected override void Draw(double alpha)
{
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
if (backbuffer != null)
{
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
cmdbuf.BindGraphicsPipeline(drawPipeline);
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
cmdbuf.BindVertexBuffers(vertexBuffer);
cmdbuf.DrawPrimitives(0, 2, 0, 0);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);
}
public static void Main(string[] args)
{
BasicComputeGame game = new BasicComputeGame();
game.Run();
}
}
}

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@ -0,0 +1,17 @@
#version 450
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout (set = 1, binding = 0, rgba8) uniform writeonly image2D outImage;
void main()
{
ivec2 coord = ivec2(gl_GlobalInvocationID.xy);
vec3 totalWorkgroupSize = gl_NumWorkGroups * gl_WorkGroupSize;
vec4 col = vec4(
float(coord.x) / totalWorkgroupSize.x,
float(coord.y) / totalWorkgroupSize.y,
1.0,
1.0
);
imageStore(outImage, coord, col);
}

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@ -27,6 +27,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MoonWorks", "..\MoonWorks\M
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Cube", "Cube\Cube.csproj", "{C3808AFD-23DD-4622-BFA7-981A344D0C19}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Cube", "Cube\Cube.csproj", "{C3808AFD-23DD-4622-BFA7-981A344D0C19}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BasicCompute", "BasicCompute\BasicCompute.csproj", "{68D47057-BBCB-4F86-9C0A-D6D730B18D9E}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
@ -81,6 +83,10 @@ Global
{C3808AFD-23DD-4622-BFA7-981A344D0C19}.Debug|x64.Build.0 = Debug|x64 {C3808AFD-23DD-4622-BFA7-981A344D0C19}.Debug|x64.Build.0 = Debug|x64
{C3808AFD-23DD-4622-BFA7-981A344D0C19}.Release|x64.ActiveCfg = Release|Any CPU {C3808AFD-23DD-4622-BFA7-981A344D0C19}.Release|x64.ActiveCfg = Release|Any CPU
{C3808AFD-23DD-4622-BFA7-981A344D0C19}.Release|x64.Build.0 = Release|Any CPU {C3808AFD-23DD-4622-BFA7-981A344D0C19}.Release|x64.Build.0 = Release|Any CPU
{68D47057-BBCB-4F86-9C0A-D6D730B18D9E}.Debug|x64.ActiveCfg = Debug|x64
{68D47057-BBCB-4F86-9C0A-D6D730B18D9E}.Debug|x64.Build.0 = Debug|x64
{68D47057-BBCB-4F86-9C0A-D6D730B18D9E}.Release|x64.ActiveCfg = Release|Any CPU
{68D47057-BBCB-4F86-9C0A-D6D730B18D9E}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

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@ -39,3 +39,7 @@ Sets buffer data, gets the data back from the GPU, and prints the results to the
**Cube** **Cube**
Renders a cubemap skybox and a spinning cube. Tests depth textures, sampling from depth textures, depth-only render passes, cube textures, and 32-bit index buffers. Renders a cubemap skybox and a spinning cube. Tests depth textures, sampling from depth textures, depth-only render passes, cube textures, and 32-bit index buffers.
**BasicCompute**
Uses a compute pipeline to fill a texture with data, then displays it to the screen. Tests compute pipeline creation and compute dispatching.