Add DepthMSAA test + update other tests for new ABI + misc cleanup
parent
d0dd3028e1
commit
a356eb29c8
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@ -80,9 +80,9 @@ namespace MoonWorks.Test
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var byteCount = (uint)(width * height * channels);
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TextureCreateInfo textureCreateInfo;
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textureCreateInfo.Width = (uint)width;
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textureCreateInfo.Height = (uint)height;
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TextureCreateInfo textureCreateInfo = new TextureCreateInfo();
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textureCreateInfo.Width = (uint) width;
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textureCreateInfo.Height = (uint) height;
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textureCreateInfo.Depth = 1;
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textureCreateInfo.Format = TextureFormat.R8G8B8A8;
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textureCreateInfo.IsCube = false;
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@ -33,16 +33,6 @@ namespace MoonWorks.Test
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private bool depthOnlyEnabled = false;
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private Vector3 camPos = new Vector3(0, 1.5f, 4f);
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struct ViewProjectionUniforms
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{
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public Matrix4x4 ViewProjection;
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public ViewProjectionUniforms(Matrix4x4 viewProjection)
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{
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ViewProjection = viewProjection;
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}
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}
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struct DepthUniforms
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{
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public float ZNear;
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@ -165,7 +155,7 @@ namespace MoonWorks.Test
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)
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(cubeVertShaderModule, "main", 0),
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VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
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VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
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@ -189,7 +179,7 @@ namespace MoonWorks.Test
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)
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<ViewProjectionUniforms>(skyboxVertShaderModule, "main", 0),
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VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(skyboxVertShaderModule, "main", 0),
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VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(skyboxFragShaderModule, "main", 1),
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@ -376,7 +366,7 @@ namespace MoonWorks.Test
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Vector3.Zero,
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Vector3.Up
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);
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ViewProjectionUniforms skyboxUniforms = new ViewProjectionUniforms(view * proj);
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TransformVertexUniform skyboxUniforms = new TransformVertexUniform(view * proj);
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Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
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Quaternion.Slerp(
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@ -385,7 +375,7 @@ namespace MoonWorks.Test
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(float) alpha
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)
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);
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ViewProjectionUniforms cubeUniforms = new ViewProjectionUniforms(model * view * proj);
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TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? swapchainTexture = cmdbuf.AcquireSwapchainTexture(MainWindow);
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@ -0,0 +1,17 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net7.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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@ -0,0 +1,296 @@
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using MoonWorks;
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using MoonWorks.Math.Float;
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using MoonWorks.Math;
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using MoonWorks.Graphics;
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namespace MoonWorks.Test
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{
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class DepthMSAAGame : Game
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{
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private GraphicsPipeline[] cubePipelines = new GraphicsPipeline[4];
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private GraphicsPipeline blitPipeline;
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private Texture[] renderTargets = new Texture[4];
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private Texture[] depthRTs = new Texture[4];
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private Sampler rtSampler;
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private Buffer cubeVertexBuffer1;
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private Buffer cubeVertexBuffer2;
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private Buffer cubeIndexBuffer;
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private Buffer quadVertexBuffer;
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private Buffer quadIndexBuffer;
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private float cubeTimer = 0f;
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private Quaternion cubeRotation = Quaternion.Identity;
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private Quaternion previousCubeRotation = Quaternion.Identity;
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private Vector3 camPos = new Vector3(0, 1.5f, 4f);
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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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{
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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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// Create the cube pipelines
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ShaderModule cubeVertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionColorVertWithMatrix")
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);
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ShaderModule cubeFragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor")
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);
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GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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TextureFormat.D32,
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new ColorAttachmentDescription(
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MainWindow.SwapchainFormat,
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ColorAttachmentBlendState.Opaque
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)
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),
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DepthStencilState = DepthStencilState.DepthReadWrite,
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VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(cubeVertShaderModule, "main", 0),
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VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>(),
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PrimitiveType = PrimitiveType.TriangleList,
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FragmentShaderInfo = GraphicsShaderInfo.Create(cubeFragShaderModule, "main", 0),
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RasterizerState = RasterizerState.CW_CullBack,
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MultisampleState = MultisampleState.None
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};
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for (int i = 0; i < cubePipelines.Length; i += 1)
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{
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pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i;
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cubePipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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}
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// Create the blit pipeline
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ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
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ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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blitVertShaderModule,
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blitFragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create the MSAA render textures and depth textures
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for (int i = 0; i < renderTargets.Length; i += 1)
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{
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renderTargets[i] = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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1,
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(SampleCount) i
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);
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depthRTs[i] = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.D32,
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TextureUsageFlags.DepthStencilTarget,
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1,
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(SampleCount) i
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);
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}
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// Create the sampler
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rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create the buffers
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quadVertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
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quadIndexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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cubeVertexBuffer1 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
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cubeVertexBuffer2 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
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cubeIndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, 36);
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// Populate the GPU resources
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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quadVertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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}
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);
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cmdbuf.SetBufferData(
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quadIndexBuffer,
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new ushort[]
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{
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0, 1, 2,
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0, 2, 3,
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}
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);
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PositionColorVertex[] vertices = new PositionColorVertex[]
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{
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(1f, 0f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 1f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(0f, 0f, 1f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, 1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0.5f)),
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new PositionColorVertex(new Vector3(-1, 1, -1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
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new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
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};
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cmdbuf.SetBufferData(
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cubeVertexBuffer1,
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vertices
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);
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// Scoot all the verts slightly for the second cube...
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for (int i = 0; i < vertices.Length; i += 1)
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{
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vertices[i].Position.Z += 3;
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}
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cmdbuf.SetBufferData(
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cubeVertexBuffer2,
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vertices
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);
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cmdbuf.SetBufferData(
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cubeIndexBuffer,
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new uint[]
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{
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0, 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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}
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);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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}
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protected override void Update(System.TimeSpan delta)
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{
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SampleCount prevSampleCount = currentSampleCount;
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
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{
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currentSampleCount -= 1;
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if (currentSampleCount < 0)
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{
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currentSampleCount = SampleCount.Eight;
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}
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right))
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{
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currentSampleCount += 1;
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if (currentSampleCount > SampleCount.Eight)
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{
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currentSampleCount = SampleCount.One;
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}
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}
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if (prevSampleCount != currentSampleCount)
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{
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Logger.LogInfo("Setting sample count to: " + currentSampleCount);
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}
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// Rotate the cube
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cubeTimer += (float) delta.TotalSeconds;
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previousCubeRotation = cubeRotation;
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cubeRotation = Quaternion.CreateFromYawPitchRoll(cubeTimer * 2f, 0, cubeTimer * 2f);
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}
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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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// Set up cube model-view-projection matrix
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Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(
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MathHelper.ToRadians(75f),
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(float) MainWindow.Width / MainWindow.Height,
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0.01f,
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100f
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);
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Matrix4x4 view = Matrix4x4.CreateLookAt(camPos, Vector3.Zero, Vector3.Up);
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Matrix4x4 model = Matrix4x4.CreateFromQuaternion(
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Quaternion.Slerp(
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previousCubeRotation,
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cubeRotation,
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(float) alpha
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)
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);
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TransformVertexUniform cubeUniforms = new TransformVertexUniform(model * view * proj);
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// Begin the MSAA RT pass
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int index = (int) currentSampleCount;
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cmdbuf.BeginRenderPass(
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new DepthStencilAttachmentInfo(depthRTs[index], new DepthStencilValue(1, 0)),
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new ColorAttachmentInfo(renderTargets[index], Color.Black)
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);
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cmdbuf.BindGraphicsPipeline(cubePipelines[index]);
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// Draw the first cube
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cmdbuf.BindVertexBuffers(cubeVertexBuffer1);
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cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
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uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
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// Draw the second cube
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cmdbuf.BindVertexBuffers(cubeVertexBuffer2);
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cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
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vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
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cmdbuf.EndRenderPass();
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// Blit the MSAA RT to the backbuffer
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, LoadOp.DontCare));
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cmdbuf.BindGraphicsPipeline(blitPipeline);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(renderTargets[index], rtSampler));
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cmdbuf.BindVertexBuffers(quadVertexBuffer);
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cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
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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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DepthMSAAGame game = new DepthMSAAGame();
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game.Run();
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}
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}
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}
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@ -9,7 +9,7 @@ namespace MoonWorks.Test
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private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4];
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private GraphicsPipeline blitPipeline;
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private Texture rt;
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private Texture[] renderTargets = new Texture[4];
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private Sampler rtSampler;
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private Buffer quadVertexBuffer;
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private Buffer quadIndexBuffer;
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@ -49,14 +49,21 @@ namespace MoonWorks.Test
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create the MSAA render texture and sampler
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rt = Texture.CreateTexture2D(
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// Create the MSAA render textures
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for (int i = 0; i < renderTargets.Length; i += 1)
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{
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renderTargets[i] = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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1,
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(SampleCount) i
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);
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}
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// Create the sampler
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rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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// Create and populate the vertex and index buffers
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@ -119,14 +126,9 @@ namespace MoonWorks.Test
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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(
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new ColorAttachmentInfo(
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rt,
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Color.Black,
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currentSampleCount,
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StoreOp.Store
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)
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);
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Texture rt = renderTargets[(int) currentSampleCount];
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(rt, Color.Black));
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cmdbuf.BindGraphicsPipeline(msaaPipelines[(int) currentSampleCount]);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.EndRenderPass();
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@ -0,0 +1,14 @@
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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public struct TransformVertexUniform
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{
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public Matrix4x4 ViewProjection;
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||||
public TransformVertexUniform(Matrix4x4 viewProjection)
|
||||
{
|
||||
ViewProjection = viewProjection;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -53,7 +53,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureMipmaps", "Ren
|
|||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TextureMipmaps", "TextureMipmaps\TextureMipmaps.csproj", "{5A1AC35B-EF18-426D-A633-D4899E84EAA7}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "Stencil\BasicStencil.csproj", "{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}"
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "BasicStencil\BasicStencil.csproj", "{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "DepthMSAA", "DepthMSAA\DepthMSAA.csproj", "{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
@ -161,10 +163,14 @@ Global
|
|||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.Build.0 = Debug|x64
|
||||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.ActiveCfg = Release|x64
|
||||
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.Build.0 = Release|x64
|
||||
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.Build.0 = Debug|x64
|
||||
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.ActiveCfg = Release|x64
|
||||
{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.Build.0 = Release|x64
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Debug|x64.Build.0 = Debug|x64
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|x64.ActiveCfg = Release|x64
|
||||
{1B370BAD-966A-49B2-9EA0-2463F6C8F9AD}.Release|x64.Build.0 = Release|x64
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Debug|x64.Build.0 = Debug|x64
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Release|x64.ActiveCfg = Release|x64
|
||||
{B36C9F65-F3F4-4EB4-8EBF-A1EDCD4261F8}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
@ -95,3 +95,7 @@ Displays a quad that can be scaled to reveal various mip levels. The mips are so
|
|||
**BasicStencil**
|
||||
|
||||
Demonstrates stencil masking using two triangles. Tests stencil buffers and basic stencil operations.
|
||||
|
||||
**DepthMSAA**
|
||||
|
||||
Displays two cubes floating around each other on a multisampled surface. Tests multisampled depth buffers.
|
||||
|
|
|
@ -93,8 +93,7 @@ namespace MoonWorks.Test
|
|||
Layer = 0,
|
||||
Level = 0,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store,
|
||||
SampleCount = SampleCount.One,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
|
|
|
@ -26,16 +26,6 @@ namespace MoonWorks.Test
|
|||
Color.Purple,
|
||||
};
|
||||
|
||||
struct ViewProjectionUniforms
|
||||
{
|
||||
public Matrix4x4 ViewProjection;
|
||||
|
||||
public ViewProjectionUniforms(Matrix4x4 viewProjection)
|
||||
{
|
||||
ViewProjection = viewProjection;
|
||||
}
|
||||
}
|
||||
|
||||
public RenderTextureCubeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
|
@ -51,7 +41,7 @@ namespace MoonWorks.Test
|
|||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<ViewProjectionUniforms>();
|
||||
pipelineCreateInfo.VertexShaderInfo.UniformBufferSize = (uint) Marshal.SizeOf<TransformVertexUniform>();
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
|
@ -129,8 +119,7 @@ namespace MoonWorks.Test
|
|||
Layer = i,
|
||||
Level = 0,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store,
|
||||
SampleCount = SampleCount.One,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
|
@ -160,7 +149,7 @@ namespace MoonWorks.Test
|
|||
Vector3.Zero,
|
||||
Vector3.Up
|
||||
);
|
||||
ViewProjectionUniforms vertUniforms = new ViewProjectionUniforms(view * proj);
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(view * proj);
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
|
|
|
@ -23,16 +23,6 @@ namespace MoonWorks.Test
|
|||
Color.Yellow,
|
||||
};
|
||||
|
||||
private struct VertexUniforms
|
||||
{
|
||||
public Matrix4x4 TransformMatrix;
|
||||
|
||||
public VertexUniforms(Matrix4x4 transformMatrix)
|
||||
{
|
||||
TransformMatrix = transformMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetSamplerString(int index)
|
||||
{
|
||||
switch (index)
|
||||
|
@ -69,7 +59,7 @@ namespace MoonWorks.Test
|
|||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
|
@ -135,8 +125,7 @@ namespace MoonWorks.Test
|
|||
Layer = 0,
|
||||
Level = i,
|
||||
LoadOp = LoadOp.Clear,
|
||||
StoreOp = StoreOp.Store,
|
||||
SampleCount = SampleCount.One,
|
||||
StoreOp = StoreOp.Store
|
||||
};
|
||||
cmdbuf.BeginRenderPass(attachmentInfo);
|
||||
cmdbuf.EndRenderPass();
|
||||
|
@ -166,7 +155,7 @@ namespace MoonWorks.Test
|
|||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
|
|
|
@ -15,16 +15,6 @@ namespace MoonWorks.Test
|
|||
|
||||
private float scale = 0.5f;
|
||||
|
||||
private struct VertexUniforms
|
||||
{
|
||||
public Matrix4x4 TransformMatrix;
|
||||
|
||||
public VertexUniforms(Matrix4x4 transformMatrix)
|
||||
{
|
||||
TransformMatrix = transformMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
public TextureMipmapsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
|
@ -40,7 +30,7 @@ namespace MoonWorks.Test
|
|||
fragShaderModule
|
||||
);
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
|
@ -121,7 +111,7 @@ namespace MoonWorks.Test
|
|||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
TransformVertexUniform vertUniforms = new TransformVertexUniform(Matrix4x4.CreateScale(scale, scale, 1));
|
||||
|
||||
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
|
||||
Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
|
||||
|
|
|
@ -15,17 +15,6 @@ namespace MoonWorks.Test
|
|||
|
||||
private float t;
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct VertexUniforms
|
||||
{
|
||||
public Matrix4x4 TransformMatrix;
|
||||
|
||||
public VertexUniforms(Matrix4x4 transformMatrix)
|
||||
{
|
||||
TransformMatrix = transformMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
private struct FragmentUniforms
|
||||
{
|
||||
|
@ -51,7 +40,7 @@ namespace MoonWorks.Test
|
|||
);
|
||||
pipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[0].BlendState = ColorAttachmentBlendState.AlphaBlend;
|
||||
pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<VertexUniforms>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create<TransformVertexUniform>(vertShaderModule, "main", 0);
|
||||
pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create<FragmentUniforms>(fragShaderModule, "main", 1);
|
||||
pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
|
||||
|
||||
|
@ -91,7 +80,7 @@ namespace MoonWorks.Test
|
|||
|
||||
protected override void Draw(double alpha)
|
||||
{
|
||||
VertexUniforms vertUniforms;
|
||||
TransformVertexUniform vertUniforms;
|
||||
FragmentUniforms fragUniforms;
|
||||
uint vertParamOffset, fragParamOffset;
|
||||
|
||||
|
@ -106,28 +95,28 @@ namespace MoonWorks.Test
|
|||
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
|
||||
|
||||
// Top-left
|
||||
vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, -0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.5f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
// Top-right
|
||||
vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ((2 * System.MathF.PI) - t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, -0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 0.5f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
// Bottom-left
|
||||
vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(-0.5f, 0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Sin(t) * 0.2f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, fragParamOffset);
|
||||
|
||||
// Bottom-right
|
||||
vertUniforms = new VertexUniforms(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
|
||||
vertUniforms = new TransformVertexUniform(Matrix4x4.CreateRotationZ(t) * Matrix4x4.CreateTranslation(new Vector3(0.5f, 0.5f, 0)));
|
||||
fragUniforms = new FragmentUniforms(new Vector4(1f, 0.5f + System.MathF.Cos(t) * 1f, 1f, 1f));
|
||||
vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
|
||||
fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniforms);
|
||||
|
|
Loading…
Reference in New Issue