move shader modules out of class scope and always use TestUtils.GetShaderPath

pull/1/head
Caleb Cornett 2022-11-12 11:42:12 -05:00
parent 1a8de15875
commit a60858f7d1
7 changed files with 35 additions and 35 deletions

View File

@ -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;

View File

@ -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)

View File

@ -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<PositionColorVertex>(),
VertexAttribute.Create<PositionColorVertex>("Position", 0),

View File

@ -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,

View File

@ -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<PositionTextureVertex>(),
VertexAttribute.Create<PositionTextureVertex>("Position", 0),

View File

@ -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<PositionTextureVertex>(),
VertexAttribute.Create<PositionTextureVertex>("Position", 0),

View File

@ -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<PositionColorVertex>(),
VertexAttribute.Create<PositionColorVertex>("Position", 0),