using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class ComputeUniformsGame : Game { private GraphicsPipeline drawPipeline; private Texture texture; private Sampler sampler; private Buffer vertexBuffer; struct GradientTextureComputeUniforms { public uint groupCountX; public uint groupCountY; public GradientTextureComputeUniforms(uint w, uint h) { groupCountX = w; groupCountY = h; } } public ComputeUniformsGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Create the compute pipeline that writes texture data ShaderModule gradientTextureComputeShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("GradientTextureCompute") ); ComputePipeline gradientTextureComputePipeline = new ComputePipeline( GraphicsDevice, ComputeShaderInfo.Create(gradientTextureComputeShaderModule, "main", 0, 1) ); // Create the graphics pipeline ShaderModule vertShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert") ); ShaderModule fragShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag") ); GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding(); drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; drawPipeline = new GraphicsPipeline( GraphicsDevice, drawPipelineCreateInfo ); // Create buffers and textures vertexBuffer = Buffer.Create( GraphicsDevice, BufferUsageFlags.Vertex, 6 ); texture = Texture.CreateTexture2D( GraphicsDevice, MainWindow.Width, MainWindow.Height, TextureFormat.R8G8B8A8, TextureUsageFlags.Compute | TextureUsageFlags.Sampler ); sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo()); // Upload GPU resources and dispatch compute work CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); cmdbuf.SetBufferData(vertexBuffer, 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, 0)), new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)), new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)), }); GradientTextureComputeUniforms gradientUniforms = new GradientTextureComputeUniforms( texture.Width / 8, texture.Height / 8 ); cmdbuf.BindComputePipeline(gradientTextureComputePipeline); cmdbuf.BindComputeTextures(texture); uint offset = cmdbuf.PushComputeShaderUniforms(gradientUniforms); cmdbuf.DispatchCompute(gradientUniforms.groupCountX, gradientUniforms.groupCountY, 1, offset); GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Wait(); } protected override void Update(System.TimeSpan delta) { } protected override void Draw(double alpha) { CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer(); Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow); if (backbuffer != null) { cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue)); cmdbuf.BindGraphicsPipeline(drawPipeline); cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler)); cmdbuf.BindVertexBuffers(vertexBuffer); cmdbuf.DrawPrimitives(0, 2, 0, 0); cmdbuf.EndRenderPass(); } GraphicsDevice.Submit(cmdbuf); } public static void Main(string[] args) { ComputeUniformsGame game = new ComputeUniformsGame(); game.Run(); } } }