Test suite for MoonWorks graphics
 
 
Go to file
Caleb Cornett 28e0e1efb0 Add CopyTexture test 2023-01-07 18:03:12 -05:00
BasicCompute Update to new vertex input API 2023-01-06 15:38:30 -05:00
BasicTriangle Upgrade all projects to net7.0 2023-01-06 15:37:54 -05:00
ClearScreen Upgrade all projects to net7.0 2023-01-06 15:37:54 -05:00
ClearScreen_MultiWindow Upgrade all projects to net7.0 2023-01-06 15:37:54 -05:00
CompressedTextures Added CompressedTextures test 2023-01-06 20:53:33 -05:00
ComputeUniforms Update to new vertex input API 2023-01-06 15:38:30 -05:00
CopyTexture Add CopyTexture test 2023-01-07 18:03:12 -05:00
Cube Added camera movement option to Cube 2023-01-07 10:47:08 -05:00
CullFace Fix red screen bug in MSAA, fix validation error in CullFace 2023-01-06 15:39:39 -05:00
DrawIndirect Update to new vertex input API 2023-01-06 15:38:30 -05:00
GetBufferData Upgrade all projects to net7.0 2023-01-06 15:37:54 -05:00
MSAA Fix red screen bug in MSAA, fix validation error in CullFace 2023-01-06 15:39:39 -05:00
MoonWorks.Test.Common Added camera movement option to Cube 2023-01-07 10:47:08 -05:00
TexturedAnimatedQuad Update to new vertex input API 2023-01-06 15:38:30 -05:00
TexturedQuad Update to new vertex input API 2023-01-06 15:38:30 -05:00
TriangleVertexBuffer Update to new vertex input API 2023-01-06 15:38:30 -05:00
.gitignore add some initial tests 2022-11-09 14:54:42 -05:00
MoonWorksGraphicsTests.sln Add CopyTexture test 2023-01-07 18:03:12 -05:00
README.md Add CopyTexture test 2023-01-07 18:03:12 -05:00

README.md

Tests include:

ClearScreen

Clears the screen to CornflowerBlue. Mostly useful as a smoke test to make sure basic device init and render passes are working as intended.

ClearScreen_MultiWindow

Similar to above, but with two windows. Useful for testing window claim/unclaim logic and presenting to multiple swapchains.

BasicTriangle

Sets up a graphics pipeline and draws a triangle without vertex buffers. (The vertices are manually positioned in the vertex shader.) Also tests some basic rasterizer state with custom viewports, scissor rects, and fill/wireframe modes.

TriangleVertexBuffer

Similar to above, but using a MoonWorks vertex buffer and custom vertex structs.

TexturedQuad

Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states.

AnimatedTexturedQuad

Similar to above, but with rotating and color-blending animations. Tests vertex and fragment uniforms.

MSAA

Draws a basic triangle with varying MSAA sample counts.

CullMode

Draws several triangles with various culling modes and winding orders.

GetBufferData

Sets buffer data, gets the data back from the GPU, and prints the results to the console.

Cube

Renders a cubemap skybox and a spinning cube. Tests depth textures, sampling from depth textures, depth-only render passes, cube textures, and 32-bit index buffers.

BasicCompute

Uses compute pipelines to (1) fill a texture with yellow pixels then display it to the screen and (2) calculate the squares of the first 64 integers. Tests compute pipeline creation, compute dispatching, compute textures, and compute buffers.

ComputeUniforms

Uses a compute pipeline to fill a texture with a color gradient. Tests compute uniforms.

DrawIndirect

Draws two triangles via indirect commands. Tests DrawPrimitivesIndirect.

CompressedTextures

Loads a series of compressed textures, then displays them for viewing. Tests compressed texture loading.

CopyTexture

Loads an image, then makes three copies of the image. One is a 1:1 scale image, another is a half-sized image (to test linear/nearest blitting), and the final copy is to a buffer. The buffer bytes are then compared with the original texture bytes to verify the copy's correctness. Tests CopyTextureToTexture, CopyTextureToBuffer, vertex offsets, and index offsets.