Update DrawIndirectGame for new IndirectDrawCommand in MoonWorks + fix uniform offset usage in ComputeUniforms
parent
535830f580
commit
c7aefe4b3a
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@ -100,8 +100,8 @@ namespace MoonWorks.Test
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cmdbuf.BindComputePipeline(gradientTextureComputePipeline);
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cmdbuf.BindComputeTextures(texture);
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cmdbuf.PushComputeShaderUniforms(gradientUniforms);
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cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, 0);
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uint offset = cmdbuf.PushComputeShaderUniforms(gradientUniforms);
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cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, offset);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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@ -32,7 +32,7 @@ namespace MoonWorks.Test
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// Create and populate the vertex buffer
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vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
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drawBuffer = Buffer.Create<DrawIndirectCommand>(GraphicsDevice, BufferUsageFlags.Indirect, 2);
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drawBuffer = Buffer.Create<IndirectDrawCommand>(GraphicsDevice, BufferUsageFlags.Indirect, 2);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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@ -50,10 +50,10 @@ namespace MoonWorks.Test
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);
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cmdbuf.SetBufferData(
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drawBuffer,
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new DrawIndirectCommand[]
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new IndirectDrawCommand[]
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{
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new DrawIndirectCommand(3, 1, 3, 0),
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new DrawIndirectCommand(3, 1, 0, 0),
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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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);
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GraphicsDevice.Submit(cmdbuf);
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@ -71,7 +71,7 @@ namespace MoonWorks.Test
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, 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<DrawIndirectCommand>(), 0, 0);
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cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>(), 0, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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