154 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			5.0 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 GpuBuffer vertexBuffer;
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		public BasicComputeGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 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("FillTexture.comp")
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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("CalculateSquares.comp")
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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("TexturedQuad.vert")
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			);
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			ShaderModule fragShaderModule = new ShaderModule(
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				GraphicsDevice,
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				TestUtils.GetShaderPath("TexturedQuad.frag")
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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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			GpuBuffer squaresBuffer = GpuBuffer.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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			TransferBuffer transferBuffer = new TransferBuffer(
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				GraphicsDevice,
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				TransferUsage.Buffer,
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				squaresBuffer.Size
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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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			var resourceUploader = new ResourceUploader(GraphicsDevice);
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			vertexBuffer = resourceUploader.CreateBuffer(
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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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				BufferUsageFlags.Vertex
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			);
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			resourceUploader.Upload();
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			resourceUploader.Dispose();
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			CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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			cmdbuf.BeginComputePass();
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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(new ComputeTextureBinding(texture, WriteOptions.Unsafe));
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			cmdbuf.DispatchCompute(texture.Width / 8, texture.Height / 8, 1);
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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(new ComputeBufferBinding(squaresBuffer, WriteOptions.Unsafe));
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			cmdbuf.DispatchCompute((uint) squares.Length / 8, 1, 1);
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			cmdbuf.EndComputePass();
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			var fence = GraphicsDevice.SubmitAndAcquireFence(cmdbuf);
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			GraphicsDevice.WaitForFences(fence);
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			GraphicsDevice.ReleaseFence(fence);
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			// Print the squares!
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			GraphicsDevice.DownloadFromBuffer(squaresBuffer, transferBuffer, TransferOptions.Unsafe);
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			transferBuffer.GetData<uint>(squares, 0);
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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, WriteOptions.Cycle, 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);
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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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