presentation API update
parent
9384ad4d4a
commit
16970e0020
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@ -1 +1 @@
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Subproject commit 7328cbc13dc0e1f156689aeeae2fd5ae4be24084
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Subproject commit ef10be4e9db616e345c995ed04de6b92ba5d1d06
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BIN
moonlibs/lib64/libRefresh.so.0 (Stored with Git LFS)
BIN
moonlibs/lib64/libRefresh.so.0 (Stored with Git LFS)
Binary file not shown.
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@ -10,8 +10,6 @@ namespace MoonWorksComputeSpriteBatch
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{
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public class TestGame : Game
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{
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private RenderTarget mainColorTarget;
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private GraphicsPipeline spritePipeline;
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private SpriteBatch spriteBatch;
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@ -35,14 +33,6 @@ namespace MoonWorksComputeSpriteBatch
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var vertexShaderModule = new ShaderModule(GraphicsDevice, Path.Combine(Environment.CurrentDirectory, "Content", "sprite.vert.spv"));
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var fragmentShaderModule = new ShaderModule(GraphicsDevice, Path.Combine(Environment.CurrentDirectory, "Content", "sprite.frag.spv"));
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mainColorTarget = RenderTarget.CreateBackedRenderTarget(
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GraphicsDevice,
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windowWidth,
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windowHeight,
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TextureFormat.R8G8B8A8,
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false
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);
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/* Pipeline */
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ColorBlendState colorBlendState = new ColorBlendState
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@ -121,7 +111,7 @@ namespace MoonWorksComputeSpriteBatch
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{
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new ColorAttachmentDescription
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{
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Format = TextureFormat.R8G8B8A8,
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Format = GraphicsDevice.GetSwapchainFormat(Window),
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SampleCount = SampleCount.One,
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BlendState = ColorAttachmentBlendState.None
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}
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@ -174,6 +164,7 @@ namespace MoonWorksComputeSpriteBatch
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protected override void Draw(TimeSpan dt, double alpha)
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{
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var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
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var swapchainTexture = commandBuffer.AcquireSwapchainTexture(Window);
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var viewProjection = Matrix4x4.CreateLookAt(new Vector3(windowWidth / 2, windowHeight / 2, 1), new Vector3(windowWidth / 2, windowHeight / 2, 0), Vector3.Up) * Matrix4x4.CreateOrthographic(windowWidth, windowHeight, 0.1f, 1000);
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spriteBatch.Start(whitePixel, sampler);
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@ -185,17 +176,12 @@ namespace MoonWorksComputeSpriteBatch
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spriteBatch.Add(new Sprite(new Rect { X = 0, Y = 0, W = 0, H = 0 }, 128, 128), transform, color);
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}
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var colorAttachmentInfo = new ColorAttachmentInfo
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{
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RenderTarget = mainColorTarget,
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ClearColor = Color.Black,
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.DontCare
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};
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spriteBatch.Flush(commandBuffer, colorAttachmentInfo, spritePipeline, new CameraUniforms { viewProjectionMatrix = viewProjection });
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commandBuffer.QueuePresent(mainColorTarget.TextureSlice, Filter.Nearest, Window);
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spriteBatch.Flush(
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commandBuffer,
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new ColorAttachmentInfo(swapchainTexture, Color.Black),
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spritePipeline,
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new CameraUniforms { viewProjectionMatrix = viewProjection }
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);
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GraphicsDevice.Submit(commandBuffer);
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}
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