Added MSAACube test + minor cleanup
parent
0846c09f53
commit
691ba400a0
|
@ -140,12 +140,12 @@ namespace MoonWorks.Test
|
|||
GraphicsPipelineCreateInfo cubePipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
|
||||
TextureFormat.D16,
|
||||
new ColorAttachmentDescription(
|
||||
MainWindow.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
TextureFormat.D16,
|
||||
new ColorAttachmentDescription(
|
||||
MainWindow.SwapchainFormat,
|
||||
ColorAttachmentBlendState.Opaque
|
||||
)
|
||||
),
|
||||
DepthStencilState = DepthStencilState.DepthReadWrite,
|
||||
VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
|
||||
VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
|
||||
|
@ -277,9 +277,9 @@ namespace MoonWorks.Test
|
|||
indexBuffer,
|
||||
new uint[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
|
|
|
@ -185,12 +185,12 @@ namespace MoonWorks.Test
|
|||
cubeIndexBuffer,
|
||||
new uint[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
}
|
||||
);
|
||||
|
||||
|
|
|
@ -0,0 +1,16 @@
|
|||
<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>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
|
||||
|
||||
</Project>
|
|
@ -0,0 +1,223 @@
|
|||
using MoonWorks;
|
||||
using MoonWorks.Graphics;
|
||||
using MoonWorks.Math.Float;
|
||||
using MoonWorks.Math;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Test
|
||||
{
|
||||
class MSAACubeGame : Game
|
||||
{
|
||||
private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
|
||||
private GraphicsPipeline cubemapPipeline;
|
||||
|
||||
private Texture[] renderTargets = new Texture[4];
|
||||
private Buffer vertexBuffer;
|
||||
private Buffer indexBuffer;
|
||||
private Sampler sampler;
|
||||
|
||||
private Vector3 camPos = new Vector3(0, 0, 4f);
|
||||
|
||||
private SampleCount currentSampleCount = SampleCount.Four;
|
||||
|
||||
public MSAACubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
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 cubemap pipeline
|
||||
ShaderModule cubemapVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
|
||||
ShaderModule cubemapFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
cubemapVertShaderModule,
|
||||
cubemapFragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint)Marshal.SizeOf<TransformVertexUniform>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
cubemapPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
// Create the MSAA render targets
|
||||
for (int i = 0; i < renderTargets.Length; i++)
|
||||
{
|
||||
TextureCreateInfo cubeCreateInfo = new TextureCreateInfo
|
||||
{
|
||||
Width = 16,
|
||||
Height = 16,
|
||||
Format = TextureFormat.R8G8B8A8,
|
||||
Depth = 1,
|
||||
LevelCount = 1,
|
||||
SampleCount = (SampleCount)i,
|
||||
UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
|
||||
IsCube = true
|
||||
};
|
||||
renderTargets[i] = new Texture(GraphicsDevice, cubeCreateInfo);
|
||||
}
|
||||
|
||||
// Create samplers
|
||||
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
|
||||
|
||||
// Create and populate the GPU resources
|
||||
vertexBuffer = Buffer.Create<PositionVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
|
||||
indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 36);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
cmdbuf.SetBufferData(
|
||||
vertexBuffer,
|
||||
new PositionVertex[]
|
||||
{
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, -10, -10)),
|
||||
new PositionVertex(new Vector3(-10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, 10)),
|
||||
new PositionVertex(new Vector3(10, -10, -10)),
|
||||
|
||||
new PositionVertex(new Vector3(-10, 10, -10)),
|
||||
new PositionVertex(new Vector3(-10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, 10)),
|
||||
new PositionVertex(new Vector3(10, 10, -10))
|
||||
}
|
||||
);
|
||||
|
||||
cmdbuf.SetBufferData(
|
||||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
}
|
||||
);
|
||||
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
protected override void Update(System.TimeSpan delta)
|
||||
{
|
||||
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
|
||||
{
|
||||
camPos.Z *= -1;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
|
||||
MathHelper.ToRadians(75f),
|
||||
(float)MainWindow.Width / MainWindow.Height,
|
||||
0.01f,
|
||||
100f
|
||||
);
|
||||
Matrix4x4 view = Matrix4x4.CreateLookAt(
|
||||
camPos,
|
||||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
if (backbuffer != null)
|
||||
{
|
||||
// Get a reference to the RT for the given sample count
|
||||
int rtIndex = (int) currentSampleCount;
|
||||
Texture rt = renderTargets[rtIndex];
|
||||
ColorAttachmentInfo rtAttachmentInfo = new ColorAttachmentInfo(
|
||||
rt,
|
||||
Color.Black
|
||||
);
|
||||
|
||||
// Render a triangle to each slice of the cubemap
|
||||
for (uint i = 0; i < 6; i += 1)
|
||||
{
|
||||
rtAttachmentInfo.Layer = i;
|
||||
|
||||
cmdbuf.BeginRenderPass(rtAttachmentInfo);
|
||||
cmdbuf.BindGraphicsPipeline(msaaPipelines[rtIndex]);
|
||||
cmdbuf.DrawPrimitives(0, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
|
||||
cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
|
||||
cmdbuf.BindGraphicsPipeline(cubemapPipeline);
|
||||
cmdbuf.BindVertexBuffers(vertexBuffer);
|
||||
cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
|
||||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
|
||||
uint vertexUniformOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexUniformOffset, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
}
|
||||
GraphicsDevice.Submit(cmdbuf);
|
||||
}
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
MSAACubeGame game = new MSAACubeGame();
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -61,7 +61,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowRes
|
|||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MSAACube", "MSAACube\MSAACube.csproj", "{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
@ -189,6 +191,10 @@ Global
|
|||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A1568AAF-DD02-4A6E-9C68-9AE07130A60D}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -108,6 +108,10 @@ Demonstrates stencil masking using two triangles. Tests stencil buffers and basi
|
|||
|
||||
Displays two cubes floating around each other on a multisampled surface. Tests multisampled depth buffers.
|
||||
|
||||
**MSAACube**
|
||||
|
||||
Same as RenderTextureCube, but with MSAA cube RTs. Draws triangles to each cubemap face so there's something to see. Tests cube render target MSAA.
|
||||
|
||||
**WindowResizing**
|
||||
|
||||
Tests resizing the window to various resolutions.
|
||||
|
|
|
@ -99,9 +99,9 @@ namespace MoonWorks.Test
|
|||
indexBuffer,
|
||||
new ushort[]
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
0, 1, 2, 0, 2, 3,
|
||||
6, 5, 4, 7, 6, 4,
|
||||
8, 9, 10, 8, 10, 11,
|
||||
14, 13, 12, 15, 14, 12,
|
||||
16, 17, 18, 16, 18, 19,
|
||||
22, 21, 20, 23, 22, 20
|
||||
|
|
Loading…
Reference in New Issue