DrawIndirectExample
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17aac39403
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83bdf69e64
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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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