142 lines
5.5 KiB
C#
142 lines
5.5 KiB
C#
using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class BasicComputeGame : Game
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{
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private GraphicsPipeline drawPipeline;
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private Texture texture;
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private Sampler sampler;
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private Buffer vertexBuffer;
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public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Create the compute pipeline that writes texture data
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ShaderModule fillTextureComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("FillTextureCompute")
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);
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ComputePipeline fillTextureComputePipeline = new ComputePipeline(
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GraphicsDevice,
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ComputeShaderInfo.Create(fillTextureComputeShaderModule, "main", 0, 1)
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);
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// Create the compute pipeline that calculates squares of numbers
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ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("CalculateSquaresCompute")
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);
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ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
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GraphicsDevice,
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ComputeShaderInfo.Create(calculateSquaresComputeShaderModule, "main", 1, 0)
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);
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// Create the graphics pipeline
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ShaderModule vertShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadVert")
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);
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ShaderModule fragShaderModule = new ShaderModule(
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GraphicsDevice,
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TestUtils.GetShaderPath("TexturedQuadFrag")
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);
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GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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drawPipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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drawPipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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drawPipeline = new GraphicsPipeline(
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GraphicsDevice,
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drawPipelineCreateInfo
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);
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// Create buffers and textures
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uint[] squares = new uint[64];
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Buffer squaresBuffer = Buffer.Create<uint>(
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GraphicsDevice,
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BufferUsageFlags.Compute,
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(uint) squares.Length
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);
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vertexBuffer = Buffer.Create<PositionTextureVertex>(
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GraphicsDevice,
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BufferUsageFlags.Vertex,
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6
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);
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texture = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.Compute | TextureUsageFlags.Sampler
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);
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sampler = new Sampler(GraphicsDevice, new SamplerCreateInfo());
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// Upload GPU resources and dispatch compute work
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(vertexBuffer, new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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});
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// This should result in a bright yellow texture!
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cmdbuf.BindComputePipeline(fillTextureComputePipeline);
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cmdbuf.BindComputeTextures(texture);
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cmdbuf.DispatchCompute(texture.Width / 8, texture.Height / 8, 1, 0);
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// This calculates the squares of the first N integers!
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cmdbuf.BindComputePipeline(calculateSquaresComputePipeline);
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cmdbuf.BindComputeBuffers(squaresBuffer);
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cmdbuf.DispatchCompute((uint) squares.Length / 8, 1, 1, 0);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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// Print the squares!
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squaresBuffer.GetData(squares);
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Logger.LogInfo("Squares of the first " + squares.Length + " integers: " + string.Join(", ", squares));
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}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.CornflowerBlue));
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cmdbuf.BindGraphicsPipeline(drawPipeline);
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, sampler));
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.DrawPrimitives(0, 2, 0, 0);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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BasicComputeGame game = new BasicComputeGame();
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game.Run();
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}
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}
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}
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