using MoonWorks; using MoonWorks.Math.Float; using MoonWorks.Graphics; 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; private Buffer quadVertexBuffer; private Buffer quadIndexBuffer; private SampleCount currentSampleCount = SampleCount.Four; public MSAAGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { Logger.LogInfo("Press A and D to cycle between sample counts"); 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")); GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( triangleVertShaderModule, triangleFragShaderModule ); for (int i = 0; i < msaaPipelines.Length; i += 1) { pipelineCreateInfo.MultisampleState.MultisampleCount = (SampleCount) i; msaaPipelines[i] = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); } // Create the blit pipeline blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv")); blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv")); pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( blitVertShaderModule, blitFragShaderModule ); pipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), VertexAttribute.Create("TexCoord", 1) ); pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; blitPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo); // Create the MSAA render texture and sampler rt = Texture.CreateTexture2D( GraphicsDevice, MainWindow.Width, MainWindow.Height, TextureFormat.R8G8B8A8, TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler ); rtSampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp); // Create and populate the vertex and index buffers quadVertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4); quadIndexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6); CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData( quadVertexBuffer, new PositionTextureVertex[] { 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, } ); GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Wait(); } protected override void Update(System.TimeSpan delta) { SampleCount prevSampleCount = currentSampleCount; if (Inputs.Keyboard.IsPressed(Input.KeyCode.A)) { currentSampleCount -= 1; if (currentSampleCount < 0) { currentSampleCount = SampleCount.Eight; } } if (Inputs.Keyboard.IsPressed(Input.KeyCode.D)) { currentSampleCount += 1; if (currentSampleCount > SampleCount.Eight) { currentSampleCount = SampleCount.One; } } if (prevSampleCount != currentSampleCount) { Logger.LogInfo("Setting sample count to: " + currentSampleCount); } } protected override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass( new ColorAttachmentInfo( rt, Color.Black, currentSampleCount, StoreOp.DontCare ) ); cmdbuf.BindGraphicsPipeline(msaaPipelines[(int) currentSampleCount]); cmdbuf.DrawPrimitives(0, 1, 0, 0); cmdbuf.EndRenderPass(); cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, LoadOp.DontCare)); cmdbuf.BindGraphicsPipeline(blitPipeline); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, rtSampler)); cmdbuf.BindVertexBuffers(quadVertexBuffer); cmdbuf.BindIndexBuffer(quadIndexBuffer, IndexElementSize.Sixteen); cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { MSAAGame game = new MSAAGame(); game.Run(); } } }