start converting tests to be D3D11-compatibility
parent
beacd05925
commit
5159442540
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@ -11,7 +11,7 @@ namespace MoonWorks.Test
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private Sampler sampler;
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private GpuBuffer vertexBuffer;
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public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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// Create the compute pipeline that writes texture data
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ShaderModule fillTextureComputeShaderModule = new ShaderModule(
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@ -115,15 +115,12 @@ namespace MoonWorks.Test
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cmdbuf.EndComputePass();
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cmdbuf.BeginCopyPass();
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cmdbuf.DownloadFromBuffer(squaresBuffer, transferBuffer, TransferOptions.Overwrite);
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cmdbuf.EndCopyPass();
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var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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// Print the squares!
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GraphicsDevice.DownloadFromBuffer(squaresBuffer, transferBuffer, TransferOptions.Overwrite);
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transferBuffer.GetData<uint>(squares, 0);
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Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares));
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}
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@ -11,7 +11,7 @@ namespace MoonWorks.Test
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private GpuBuffer vertexBuffer;
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private Texture depthStencilTexture;
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public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
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@ -14,7 +14,7 @@ namespace MoonWorks.Test
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private bool useSmallViewport;
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private bool useScissorRect;
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public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public BasicTriangleGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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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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@ -5,7 +5,7 @@ namespace MoonWorks.Test
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{
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class ClearScreenGame : Game
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{
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public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { }
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public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true) { }
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protected override void Update(System.TimeSpan delta) { }
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@ -7,12 +7,17 @@ namespace MoonWorks.Test
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{
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private Window secondaryWindow;
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public ClearScreen_MultiWindowGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public ClearScreen_MultiWindowGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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var (windowX, windowY) = MainWindow.Position;
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MainWindow.SetPosition(windowX - 360, windowY);
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secondaryWindow = new Window(
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new WindowCreateInfo("Secondary Window", 640, 480, ScreenMode.Windowed, PresentMode.FIFO, false, false),
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GraphicsDevice.WindowFlags
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);
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(windowX, windowY) = secondaryWindow.Position;
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secondaryWindow.SetPosition(windowX + 360, windowY);
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GraphicsDevice.ClaimWindow(secondaryWindow, PresentMode.FIFO);
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}
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@ -21,7 +21,7 @@ namespace MoonWorks.Test
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private int currentTextureIndex;
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public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public CompressedTexturesGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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Logger.LogInfo("Press Left and Right to cycle between textures");
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Logger.LogInfo("Setting texture to: " + textureNames[0]);
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@ -23,7 +23,7 @@ namespace MoonWorks.Test
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}
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}
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public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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// Create the compute pipeline that writes texture data
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ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
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@ -14,7 +14,7 @@ namespace MoonWorks.Test
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private Texture textureSmallCopy;
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private Sampler sampler;
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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(), TestUtils.DefaultBackend, 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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@ -115,22 +115,19 @@ namespace MoonWorks.Test
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// Render the half-size copy
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cmdbuf.Blit(originalTexture, textureSmallCopy, Filter.Linear, WriteOptions.SafeOverwrite);
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// Copy the texture to a transfer buffer
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TransferBuffer compareBuffer = new TransferBuffer(GraphicsDevice, byteCount);
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cmdbuf.BeginCopyPass();
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cmdbuf.DownloadFromTexture(
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originalTexture,
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compareBuffer,
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new BufferImageCopy(0, 0, 0),
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TransferOptions.Overwrite
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);
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cmdbuf.EndCopyPass();
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var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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// Copy the texture to a transfer buffer
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TransferBuffer compareBuffer = new TransferBuffer(GraphicsDevice, byteCount);
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GraphicsDevice.DownloadFromTexture(
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textureCopy,
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compareBuffer,
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TransferOptions.Overwrite
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);
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// Compare the original bytes to the copied bytes.
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var copiedBytes = NativeMemory.Alloc(byteCount);
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var copiedSpan = new System.Span<byte>(copiedBytes, (int) byteCount);
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@ -140,12 +137,12 @@ namespace MoonWorks.Test
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if (System.MemoryExtensions.SequenceEqual(originalSpan, copiedSpan))
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{
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Logger.LogError("SUCCESS! Original texture bytes and the bytes from CopyTextureToBuffer match!");
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Logger.LogError("SUCCESS! Original texture bytes and the downloaded bytes match!");
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}
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else
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{
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Logger.LogError("FAIL! Original texture bytes do not match bytes from CopyTextureToBuffer!");
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Logger.LogError("FAIL! Original texture bytes do not match downloaded bytes!");
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}
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RefreshCS.Refresh.Refresh_Image_Free(pixels);
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@ -26,6 +26,7 @@ namespace MoonWorks.Test
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private TransferBuffer screenshotTransferBuffer;
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private Texture screenshotTexture;
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private Fence? screenshotFence;
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private Texture skyboxTexture;
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private Sampler skyboxSampler;
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@ -38,6 +39,7 @@ namespace MoonWorks.Test
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private Vector3 camPos = new Vector3(0, 1.5f, 4f);
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private bool takeScreenshot;
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private bool screenshotInProgress;
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private bool swapchainCopied; // don't want to take screenshot if the swapchain was invalid
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struct DepthUniforms
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@ -86,7 +88,7 @@ namespace MoonWorks.Test
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cubemapUploader.Dispose();
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}
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public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public CubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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@ -360,7 +362,7 @@ namespace MoonWorks.Test
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Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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if (!screenshotInProgress && TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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takeScreenshot = true;
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}
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@ -461,32 +463,31 @@ namespace MoonWorks.Test
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}
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}
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GraphicsDevice.Submit(cmdbuf);
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if (takeScreenshot && swapchainCopied)
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{
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screenshotFence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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Task.Run(TakeScreenshot);
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takeScreenshot = false;
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swapchainCopied = false;
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}
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else
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{
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GraphicsDevice.Submit(cmdbuf);
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}
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}
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private unsafe void TakeScreenshot()
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{
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var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
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screenshotInProgress = true;
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commandBuffer.BeginCopyPass();
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commandBuffer.DownloadFromTexture(
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GraphicsDevice.WaitForFences(screenshotFence);
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GraphicsDevice.DownloadFromTexture(
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screenshotTexture,
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screenshotTransferBuffer,
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TransferOptions.Overwrite
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);
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commandBuffer.EndCopyPass();
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var fence = GraphicsDevice.SubmitAndAcquireFence(commandBuffer);
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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ImageUtils.SavePNG(
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Path.Combine(System.AppContext.BaseDirectory, "screenshot.png"),
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@ -496,6 +497,11 @@ namespace MoonWorks.Test
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(int) screenshotTexture.Height,
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screenshotTexture.Format == TextureFormat.B8G8R8A8
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);
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GraphicsDevice.ReleaseFence(screenshotFence);
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screenshotFence = null;
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screenshotInProgress = false;
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}
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public static void Main(string[] args)
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@ -17,7 +17,7 @@ namespace MoonWorks.Test
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private bool useClockwiseWinding;
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public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public CullFaceGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
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@ -21,7 +21,7 @@ namespace MoonWorks.Test
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private SampleCount currentSampleCount = SampleCount.Four;
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public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public DepthMSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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Logger.LogInfo("Press Left and Right to cycle between sample counts");
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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@ -10,7 +10,7 @@ namespace MoonWorks.Test
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private GpuBuffer vertexBuffer;
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private GpuBuffer drawBuffer;
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public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
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@ -6,7 +6,7 @@ namespace MoonWorks.Test
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{
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class GetBufferDataGame : Game
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{
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public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public GetBufferDataGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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var vertices = new System.Span<PositionVertex>(
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[
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@ -33,24 +33,19 @@ namespace MoonWorks.Test
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var vertexBuffer = resourceUploader.CreateBuffer(vertices, BufferUsageFlags.Vertex);
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resourceUploader.Upload();
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// Wait for the vertices to finish copying...
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resourceUploader.UploadAndWait();
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resourceUploader.Dispose();
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var transferBuffer = new TransferBuffer(GraphicsDevice, vertexBuffer.Size);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.BeginCopyPass();
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cmdbuf.DownloadFromBuffer(vertexBuffer, transferBuffer, TransferOptions.Overwrite);
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cmdbuf.EndCopyPass();
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var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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// Wait for the vertices to finish copying...
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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// Read back and print out the vertex values
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GraphicsDevice.DownloadFromBuffer(
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vertexBuffer,
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transferBuffer,
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TransferOptions.Overwrite
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);
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PositionVertex[] readbackVertices = new PositionVertex[vertices.Length];
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transferBuffer.GetData<PositionVertex>(readbackVertices);
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for (int i = 0; i < readbackVertices.Length; i += 1)
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@ -59,23 +54,22 @@ namespace MoonWorks.Test
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}
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// Change the first three vertices and upload
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cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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transferBuffer.SetData(otherVerts, TransferOptions.Overwrite);
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var cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.BeginCopyPass();
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cmdbuf.UploadToBuffer(transferBuffer, vertexBuffer, WriteOptions.SafeOverwrite);
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cmdbuf.EndCopyPass();
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fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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// Download the data
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cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.BeginCopyPass();
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cmdbuf.DownloadFromBuffer(vertexBuffer, transferBuffer, TransferOptions.Overwrite);
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cmdbuf.EndCopyPass();
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fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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GraphicsDevice.DownloadFromBuffer(
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vertexBuffer,
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transferBuffer,
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TransferOptions.Overwrite
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);
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// Read the updated buffer
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transferBuffer.GetData<PositionVertex>(readbackVertices);
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@ -103,13 +97,11 @@ namespace MoonWorks.Test
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.BeginCopyPass();
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cmdbuf.DownloadFromBuffer(vertexBuffer, transferBuffer, TransferOptions.Overwrite);
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cmdbuf.EndCopyPass();
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fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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GraphicsDevice.WaitForFences(fence);
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GraphicsDevice.ReleaseFence(fence);
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GraphicsDevice.DownloadFromBuffer(
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vertexBuffer,
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transferBuffer,
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TransferOptions.Overwrite
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);
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// Read the updated buffer
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transferBuffer.GetData<PositionVertex>(readbackVertices);
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@ -13,7 +13,7 @@ namespace MoonWorks.Test
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private bool useVertexOffset;
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private bool useIndexOffset;
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public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public InstancingAndOffsetsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
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@ -16,7 +16,7 @@ namespace MoonWorks.Test
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private SampleCount currentSampleCount = SampleCount.Four;
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public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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Logger.LogInfo("Press Left and Right to cycle between sample counts");
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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@ -20,7 +20,7 @@ namespace MoonWorks.Test
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private SampleCount currentSampleCount = SampleCount.Four;
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public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
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{
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Logger.LogInfo("Press Down to view the other side of the cubemap");
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Logger.LogInfo("Press Left and Right to cycle between sample counts");
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@ -8,43 +8,43 @@
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<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Windows)))">
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<Content Include="..\..\moonlibs\x64\FAudio.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\x64\Refresh.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\x64\SDL2.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\x64\dav1dfile.dll">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))">
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<Content Include="..\..\moonlibs\lib64\libFAudio.*">
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<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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<Content Include="..\..\moonlibs\lib64\libRefresh.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\lib64\libSDL2-2.0.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="..\..\moonlibs\windows\libdav1dfile.*">
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup Condition="$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))">
|
||||
<Content Include="..\..\moonlibs\osx\**\*.*" >
|
||||
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
|
||||
|
|
|
@ -4,6 +4,8 @@ namespace MoonWorks.Test
|
|||
{
|
||||
public static class TestUtils
|
||||
{
|
||||
public static Backend DefaultBackend = Backend.D3D11; // change this to test different backends
|
||||
|
||||
public static WindowCreateInfo GetStandardWindowCreateInfo()
|
||||
{
|
||||
return new WindowCreateInfo(
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace MoonWorks.Test
|
|||
private Texture[] textures = new Texture[4];
|
||||
private Sampler sampler;
|
||||
|
||||
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace MoonWorks.Test
|
|||
new Res(3840, 2160),
|
||||
};
|
||||
|
||||
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.DefaultBackend, 60, true)
|
||||
{
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
|
Loading…
Reference in New Issue