using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Input; namespace MoonWorksGraphicsTests; class MSAAExample : Example { private GraphicsPipeline[] MsaaPipelines = new GraphicsPipeline[4]; private Texture[] RenderTargets = new Texture[4]; private Sampler RTSampler; private SampleCount currentSampleCount; public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs) { Window = window; GraphicsDevice = graphicsDevice; Inputs = inputs; Window.SetTitle("MSAA"); currentSampleCount = SampleCount.Four; Logger.LogInfo("Press Left and Right to cycle between sample counts"); Logger.LogInfo("Setting sample count to: " + currentSampleCount); // Create the MSAA pipelines Shader triangleVertShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Vertex, ShaderFormat = ShaderFormat.SPIRV } ); Shader triangleFragShader = new Shader( GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"), "main", new ShaderCreateInfo { ShaderStage = ShaderStage.Fragment, ShaderFormat = ShaderFormat.SPIRV } ); GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( TextureFormat.R8G8B8A8, triangleVertShader, triangleFragShader ); for (int i = 0; i < MsaaPipelines.Length; i += 1) { pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i; MsaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); } // Create the blit pipeline /* ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert")); ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag")); pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, blitVertShaderModule, blitFragShaderModule ); pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); */ // Create the MSAA render textures for (int i = 0; i < RenderTargets.Length; i += 1) { RenderTargets[i] = Texture.CreateTexture2D( GraphicsDevice, Window.Width, Window.Height, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler, 1, (SampleCount) i ); } // Create the sampler RTSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); } public override void Update(System.TimeSpan delta) { SampleCount prevSampleCount = currentSampleCount; if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left)) { currentSampleCount -= 1; if (currentSampleCount < 0) { currentSampleCount = SampleCount.Eight; } } if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Right)) { currentSampleCount += 1; if (currentSampleCount > SampleCount.Eight) { currentSampleCount = SampleCount.One; } } if (prevSampleCount != currentSampleCount) { Logger.LogInfo("Setting sample count to: " + currentSampleCount); } } public override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window); if (swapchainTexture != null) { Texture rt = RenderTargets[(int) currentSampleCount]; var renderPass = cmdbuf.BeginRenderPass( new ColorAttachmentInfo( rt, true, Color.Black ) ); renderPass.BindGraphicsPipeline(MsaaPipelines[(int) currentSampleCount]); renderPass.DrawPrimitives(0, 1); cmdbuf.EndRenderPass(renderPass); cmdbuf.Blit(rt, swapchainTexture, Filter.Nearest, false); } GraphicsDevice.Submit(cmdbuf); } public override void Destroy() { for (var i = 0; i < 4; i += 1) { MsaaPipelines[i].Dispose(); RenderTargets[i].Dispose(); } RTSampler.Dispose(); } }