update DepthMSAA

refresh2
cosmonaut 2024-02-23 12:49:17 -08:00
parent 5534edb8fe
commit f71917310d
1 changed files with 46 additions and 53 deletions

View File

@ -12,11 +12,11 @@ namespace MoonWorks.Test
private Texture[] renderTargets = new Texture[4];
private Texture[] depthRTs = new Texture[4];
private Sampler rtSampler;
private Buffer cubeVertexBuffer1;
private Buffer cubeVertexBuffer2;
private Buffer cubeIndexBuffer;
private Buffer quadVertexBuffer;
private Buffer quadIndexBuffer;
private GpuBuffer cubeVertexBuffer1;
private GpuBuffer cubeVertexBuffer2;
private GpuBuffer cubeIndexBuffer;
private GpuBuffer quadVertexBuffer;
private GpuBuffer quadIndexBuffer;
private float cubeTimer = 0f;
private Quaternion cubeRotation = Quaternion.Identity;
@ -105,37 +105,28 @@ namespace MoonWorks.Test
rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
// Create the buffers
quadVertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 4);
quadIndexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
var resourceInitializer = new ResourceInitializer(GraphicsDevice);
cubeVertexBuffer1 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
cubeVertexBuffer2 = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 24);
cubeIndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, 36);
// Populate the GPU resources
CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
cmdbuf.SetBufferData(
quadVertexBuffer,
new PositionTextureVertex[]
{
quadVertexBuffer = resourceInitializer.CreateBuffer(
[
new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
}
);
cmdbuf.SetBufferData(
quadIndexBuffer,
new ushort[]
{
0, 1, 2,
0, 2, 3,
}
new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1))
],
BufferUsageFlags.Vertex
);
PositionColorVertex[] vertices = new PositionColorVertex[]
{
quadIndexBuffer = resourceInitializer.CreateBuffer<ushort>(
[
0, 1, 2,
0, 2, 3,
],
BufferUsageFlags.Index
);
var cubeVertexData = new System.Span<PositionColorVertex>(
[
new PositionColorVertex(new Vector3(-1, -1, -1), new Color(1f, 0f, 0f)),
new PositionColorVertex(new Vector3(1, -1, -1), new Color(1f, 0f, 0f)),
new PositionColorVertex(new Vector3(1, 1, -1), new Color(1f, 0f, 0f)),
@ -165,36 +156,38 @@ namespace MoonWorks.Test
new PositionColorVertex(new Vector3(-1, 1, 1), new Color(0f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, 1, 1), new Color(0f, 0.5f, 0f)),
new PositionColorVertex(new Vector3(1, 1, -1), new Color(0f, 0.5f, 0f))
};
cmdbuf.SetBufferData(
cubeVertexBuffer1,
vertices
]);
cubeVertexBuffer1 = resourceInitializer.CreateBuffer(
cubeVertexData,
BufferUsageFlags.Vertex
);
// Scoot all the verts slightly for the second cube...
for (int i = 0; i < vertices.Length; i += 1)
for (int i = 0; i < cubeVertexData.Length; i += 1)
{
vertices[i].Position.Z += 3;
cubeVertexData[i].Position.Z += 3;
}
cmdbuf.SetBufferData(
cubeVertexBuffer2,
vertices
cubeVertexBuffer2 = resourceInitializer.CreateBuffer(
cubeVertexData,
BufferUsageFlags.Vertex
);
cmdbuf.SetBufferData(
cubeIndexBuffer,
new uint[]
{
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
cubeIndexBuffer = resourceInitializer.CreateBuffer<uint>(
[
0, 1, 2, 0, 2, 3,
6, 5, 4, 7, 6, 4,
8, 9, 10, 8, 10, 11,
14, 13, 12, 15, 14, 12,
16, 17, 18, 16, 18, 19,
22, 21, 20, 23, 22, 20
}
],
BufferUsageFlags.Index
);
GraphicsDevice.Submit(cmdbuf);
resourceInitializer.Upload();
resourceInitializer.Dispose();
}
protected override void Update(System.TimeSpan delta)
@ -263,14 +256,14 @@ namespace MoonWorks.Test
// Draw the first cube
cmdbuf.BindVertexBuffers(cubeVertexBuffer1);
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
uint vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
cmdbuf.PushVertexShaderUniforms(cubeUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
// Draw the second cube
cmdbuf.BindVertexBuffers(cubeVertexBuffer2);
cmdbuf.BindIndexBuffer(cubeIndexBuffer, IndexElementSize.ThirtyTwo);
vertexParamOffset = cmdbuf.PushVertexShaderUniforms(cubeUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12, vertexParamOffset, 0);
cmdbuf.PushVertexShaderUniforms(cubeUniforms);
cmdbuf.DrawIndexedPrimitives(0, 0, 12);
cmdbuf.EndRenderPass();
@ -280,7 +273,7 @@ namespace MoonWorks.Test
cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(renderTargets[index], rtSampler));
cmdbuf.BindVertexBuffers(quadVertexBuffer);
cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen);
cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0);
cmdbuf.DrawIndexedPrimitives(0, 0, 2);
cmdbuf.EndRenderPass();
}
GraphicsDevice.Submit(cmdbuf);