diff --git a/BasicTriangle/BasicTriangleGame.cs b/BasicTriangle/BasicTriangleGame.cs index 2986993..f0dc225 100644 --- a/BasicTriangle/BasicTriangleGame.cs +++ b/BasicTriangle/BasicTriangleGame.cs @@ -7,8 +7,6 @@ namespace MoonWorks.Test { private GraphicsPipeline fillPipeline; private GraphicsPipeline linePipeline; - private ShaderModule vertShaderModule; - private ShaderModule fragShaderModule; private Viewport smallViewport = new Viewport(160, 120, 320, 240); private Rect scissorRect = new Rect(320, 240, 320, 240); @@ -21,10 +19,13 @@ namespace MoonWorks.Test { Logger.LogInfo("Press A to toggle wireframe mode\nPress S to toggle small viewport\nPress D to toggle scissor rect"); - vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv")); - fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv")); + ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv")); + ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv")); - GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule); + GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( + vertShaderModule, + fragShaderModule + ); fillPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); pipelineCreateInfo.RasterizerState.FillMode = FillMode.Line; diff --git a/ClearScreen/ClearScreenGame.cs b/ClearScreen/ClearScreenGame.cs index 63ac285..afbee93 100644 --- a/ClearScreen/ClearScreenGame.cs +++ b/ClearScreen/ClearScreenGame.cs @@ -6,6 +6,7 @@ namespace MoonWorks.Test class ClearScreenGame : Game { public ClearScreenGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { } + protected override void Update(System.TimeSpan delta) { } protected override void Draw(double alpha) diff --git a/CullFace/CullFaceGame.cs b/CullFace/CullFaceGame.cs index 81beb3e..d4226c4 100644 --- a/CullFace/CullFaceGame.cs +++ b/CullFace/CullFaceGame.cs @@ -12,8 +12,6 @@ namespace MoonWorks.Test private GraphicsPipeline CCW_CullNonePipeline; private GraphicsPipeline CCW_CullFrontPipeline; private GraphicsPipeline CCW_CullBackPipeline; - private ShaderModule vertShaderModule; - private ShaderModule fragShaderModule; private Buffer cwVertexBuffer; private Buffer ccwVertexBuffer; @@ -24,11 +22,14 @@ namespace MoonWorks.Test Logger.LogInfo("Press A to toggle the winding order of the triangles (default is counter-clockwise)"); // Load the shaders - vertShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/PositionColorVert.spv"); - fragShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/SolidColor.spv"); + ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv")); + ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv")); // Create the graphics pipelines - GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule); + GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( + vertShaderModule, + fragShaderModule + ); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), diff --git a/MSAA/MSAAGame.cs b/MSAA/MSAAGame.cs index b98e1f5..6597898 100644 --- a/MSAA/MSAAGame.cs +++ b/MSAA/MSAAGame.cs @@ -7,13 +7,7 @@ namespace MoonWorks.Test class MSAAGame : Game { private GraphicsPipeline[] msaaPipelines = new GraphicsPipeline[4]; - - private ShaderModule triangleVertShaderModule; - private ShaderModule triangleFragShaderModule; - private GraphicsPipeline blitPipeline; - private ShaderModule blitVertShaderModule; - private ShaderModule blitFragShaderModule; private Texture rt; private Sampler rtSampler; @@ -28,8 +22,8 @@ namespace MoonWorks.Test Logger.LogInfo("Setting sample count to: " + currentSampleCount); // Create the MSAA pipelines - triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv")); - triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv")); + ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices.spv")); + ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv")); GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( triangleVertShaderModule, @@ -42,8 +36,8 @@ namespace MoonWorks.Test } // Create the blit pipeline - blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv")); - blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv")); + ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv")); + ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv")); pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( blitVertShaderModule, diff --git a/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs b/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs index e1ee4d9..bbdf66d 100644 --- a/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs +++ b/TexturedAnimatedQuad/TexturedAnimatedQuadGame.cs @@ -8,8 +8,6 @@ namespace MoonWorks.Test class TexturedAnimatedQuadGame : Game { private GraphicsPipeline pipeline; - private ShaderModule vertShaderModule; - private ShaderModule fragShaderModule; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; @@ -42,11 +40,14 @@ namespace MoonWorks.Test public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Load the shaders - vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadAnimatedVert.spv")); - fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadAnimatedFrag.spv")); + ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadAnimatedVert.spv")); + ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadAnimatedFrag.spv")); // Create the graphics pipeline - GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule); + GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( + vertShaderModule, + fragShaderModule + ); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), diff --git a/TexturedQuad/TexturedQuadGame.cs b/TexturedQuad/TexturedQuadGame.cs index e2e3086..b0a3b58 100644 --- a/TexturedQuad/TexturedQuadGame.cs +++ b/TexturedQuad/TexturedQuadGame.cs @@ -7,8 +7,6 @@ namespace MoonWorks.Test class TexturedQuadGame : Game { private GraphicsPipeline pipeline; - private ShaderModule vertShaderModule; - private ShaderModule fragShaderModule; private Buffer vertexBuffer; private Buffer indexBuffer; private Texture texture; @@ -31,11 +29,14 @@ namespace MoonWorks.Test Logger.LogInfo("Setting sampler state to: " + samplerNames[0]); // Load the shaders - vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv")); - fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv")); + ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv")); + ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv")); // Create the graphics pipeline - GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule); + GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( + vertShaderModule, + fragShaderModule + ); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), diff --git a/TriangleVertexBuffer/TriangleVertexBufferGame.cs b/TriangleVertexBuffer/TriangleVertexBufferGame.cs index 8e7eab0..5fc5702 100644 --- a/TriangleVertexBuffer/TriangleVertexBufferGame.cs +++ b/TriangleVertexBuffer/TriangleVertexBufferGame.cs @@ -7,18 +7,19 @@ namespace MoonWorks.Test class TriangleVertexBufferGame : Game { private GraphicsPipeline pipeline; - private ShaderModule vertShaderModule; - private ShaderModule fragShaderModule; private Buffer vertexBuffer; public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Load the shaders - vertShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/PositionColorVert.spv"); - fragShaderModule = new ShaderModule(GraphicsDevice, "Content/Shaders/Compiled/SolidColor.spv"); + ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert.spv")); + ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.spv")); // Create the graphics pipeline - GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(vertShaderModule, fragShaderModule); + GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( + vertShaderModule, + fragShaderModule + ); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0),