using MoonWorks; using MoonWorks.Graphics; using MoonWorks.Math.Float; namespace MoonWorks.Test { class BasicComputeGame : Game { private GraphicsPipeline drawPipeline; private Texture texture; private Sampler sampler; private Buffer vertexBuffer; public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true) { // Create the compute pipeline that writes texture data ShaderModule fillTextureComputeShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("FillTextureCompute.spv") ); ComputePipeline fillTextureComputePipeline = new ComputePipeline( GraphicsDevice, ComputeShaderInfo.Create(fillTextureComputeShaderModule, "main", 0, 1) ); // Create the compute pipeline that calculates squares of numbers ShaderModule calculateSquaresComputeShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("CalculateSquaresCompute.spv") ); ComputePipeline calculateSquaresComputePipeline = new ComputePipeline( GraphicsDevice, ComputeShaderInfo.Create(calculateSquaresComputeShaderModule, "main", 1, 0) ); // Create the graphics pipeline ShaderModule vertShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert.spv") ); ShaderModule fragShaderModule = new ShaderModule( GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag.spv") ); GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo( MainWindow.SwapchainFormat, vertShaderModule, fragShaderModule ); drawPipelineCreateInfo.VertexInputState = new VertexInputState( VertexBinding.Create(), VertexAttribute.Create("Position", 0), VertexAttribute.Create("TexCoord", 1) ); drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1; drawPipeline = new GraphicsPipeline( GraphicsDevice, drawPipelineCreateInfo ); // Create buffers and textures float[] squares = new float[64]; Buffer squaresBuffer = Buffer.Create( GraphicsDevice, BufferUsageFlags.Compute, (uint) squares.Length ); 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)), }); cmdbuf.BindComputePipeline(fillTextureComputePipeline); cmdbuf.BindComputeTextures(texture); cmdbuf.DispatchCompute(MainWindow.Width / 8, MainWindow.Height / 8, 1, 0); cmdbuf.BindComputePipeline(calculateSquaresComputePipeline); cmdbuf.BindComputeBuffers(squaresBuffer); cmdbuf.DispatchCompute(64, 1, 1, 0); GraphicsDevice.Submit(cmdbuf); GraphicsDevice.Wait(); squaresBuffer.GetData(squares, (uint) (sizeof(float) * squares.Length)); Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares)); } 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) { BasicComputeGame game = new BasicComputeGame(); game.Run(); } } }