DrawIndirectExample
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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using System.Runtime.InteropServices;
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namespace MoonWorksGraphicsTests;
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class DrawIndirectExample : Example
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{
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	private GraphicsPipeline GraphicsPipeline;
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	private GpuBuffer VertexBuffer;
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	private GpuBuffer DrawBuffer;
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    public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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    {
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		Window = window;
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		GraphicsDevice = graphicsDevice;
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		Window.SetTitle("DrawIndirect");
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		// Load the shaders
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		Shader vertShader = new Shader(
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			GraphicsDevice,
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			TestUtils.GetShaderPath("PositionColor.vert"),
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			"main",
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			ShaderStage.Vertex,
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			ShaderFormat.SPIRV
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		);
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		Shader fragShader = new Shader(
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			GraphicsDevice,
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			TestUtils.GetShaderPath("SolidColor.frag"),
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			"main",
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			ShaderStage.Fragment,
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			ShaderFormat.SPIRV
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		);
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		// Create the graphics pipeline
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		GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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			Window.SwapchainFormat,
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			vertShader,
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			fragShader
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		);
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		pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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		GraphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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		// Create and populate the vertex buffer
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		var resourceUploader = new ResourceUploader(GraphicsDevice);
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		VertexBuffer = resourceUploader.CreateBuffer(
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			[
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				new PositionColorVertex(new Vector3(-0.5f,  1, 0), Color.Blue),
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				new PositionColorVertex(new Vector3(  -1f, -1, 0), Color.Green),
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				new PositionColorVertex(new Vector3(   0f, -1, 0), Color.Red),
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				new PositionColorVertex(new Vector3(0.5f,  1, 0), Color.Blue),
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				new PositionColorVertex(new Vector3(  1f, -1, 0), Color.Green),
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				new PositionColorVertex(new Vector3(  0f, -1, 0), Color.Red),
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			],
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			BufferUsageFlags.Vertex
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		);
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		DrawBuffer = resourceUploader.CreateBuffer(
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			[
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				new IndirectDrawCommand(3, 1, 3, 0),
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				new IndirectDrawCommand(3, 1, 0, 0),
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			],
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			BufferUsageFlags.Indirect
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		);
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		resourceUploader.Upload();
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		resourceUploader.Dispose();
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	}
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	public override void Update(System.TimeSpan delta) { }
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	public override void Draw(double alpha)
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	{
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		CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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		Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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		if (swapchainTexture != null)
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		{
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			var renderPass = cmdbuf.BeginRenderPass(
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				new ColorAttachmentInfo(
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					swapchainTexture,
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					false,
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					Color.Black
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				)
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			);
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			renderPass.BindGraphicsPipeline(GraphicsPipeline);
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			renderPass.BindVertexBuffer(VertexBuffer);
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			renderPass.DrawPrimitivesIndirect(DrawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>());
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			cmdbuf.EndRenderPass(renderPass);
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		}
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		GraphicsDevice.Submit(cmdbuf);
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	}
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    public override void Destroy()
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    {
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        GraphicsPipeline.Dispose();
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		VertexBuffer.Dispose();
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		DrawBuffer.Dispose();
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    }
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}
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			@ -1,79 +0,0 @@
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Test
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{
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	class DrawIndirectGame : Game
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	{
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		private GraphicsPipeline graphicsPipeline;
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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(), TestUtils.PreferredBackends, 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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			ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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			// Create the graphics pipeline
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			GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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				MainWindow.SwapchainFormat,
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				vertShaderModule,
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				fragShaderModule
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			);
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			pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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			graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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			// Create and populate the vertex buffer
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			var resourceUploader = new ResourceUploader(GraphicsDevice);
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			vertexBuffer = resourceUploader.CreateBuffer(
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				[
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					new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue),
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					new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green),
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					new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
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					new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue),
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					new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green),
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					new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
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				],
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				BufferUsageFlags.Vertex
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			);
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			drawBuffer = resourceUploader.CreateBuffer(
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				[
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					new IndirectDrawCommand(3, 1, 3, 0),
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					new IndirectDrawCommand(3, 1, 0, 0),
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				],
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				BufferUsageFlags.Indirect
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			);
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			resourceUploader.Upload();
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			resourceUploader.Dispose();
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		}
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		protected override void Update(System.TimeSpan delta) { }
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		protected override void Draw(double alpha)
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		{
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			CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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			Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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			if (backbuffer != null)
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			{
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				cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.CornflowerBlue));
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				cmdbuf.BindGraphicsPipeline(graphicsPipeline);
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				cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0));
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				cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>());
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				cmdbuf.EndRenderPass();
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			}
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			GraphicsDevice.Submit(cmdbuf);
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		}
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		public static void Main(string[] args)
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		{
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			DrawIndirectGame game = new DrawIndirectGame();
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			game.Run();
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		}
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	}
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}
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			@ -35,6 +35,7 @@
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		<Compile Include="Examples\CubeExample.cs" />
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		<Compile Include="Examples\CullFaceExample.cs" />
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		<Compile Include="Examples\DepthMSAAExample.cs" />
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		<Compile Include="Examples\DrawIndirectExample.cs" />
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	</ItemGroup>
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	<Import Project=".\CopyMoonlibs.targets" />
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			@ -18,7 +18,8 @@ class Program : Game
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		new CopyTextureExample(),
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		new CubeExample(),
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		new CullFaceExample(),
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		new DepthMSAAExample()
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		new DepthMSAAExample(),
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		new DrawIndirectExample()
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	];
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	int ExampleIndex = 0;
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