update for render pass ABI break

main
cosmonaut 2022-02-24 21:32:44 -08:00
parent 94f463002d
commit a828f510af
5 changed files with 351 additions and 352 deletions

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@ -2,7 +2,7 @@
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net5.0</TargetFramework>
<TargetFramework>net6.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>

@ -1 +1 @@
Subproject commit cb25e6feff2d9ac3f399b3a43cd11d374f90f127
Subproject commit b8b10140a95457a00d658e84d4b67b926f467b15

BIN
moonlibs/lib64/libRefresh.so.0 (Stored with Git LFS)

Binary file not shown.

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@ -5,185 +5,184 @@ using MoonWorks.Math;
namespace MoonWorksComputeSpriteBatch
{
[StructLayout(LayoutKind.Sequential)]
public struct SpriteBatchUniforms
{
public uint VertexCount { get; set; }
}
[StructLayout(LayoutKind.Sequential)]
public struct SpriteBatchUniforms
{
public uint VertexCount { get; set; }
}
public class SpriteBatch
{
public const int MAX_SPRITES = 65536;
private const int MAX_VERTICES = MAX_SPRITES * 4;
private const int MAX_INDICES = MAX_SPRITES * 6;
private const int MAX_MATRICES = MAX_SPRITES;
public class SpriteBatch
{
public const int MAX_SPRITES = 65536;
private const int MAX_VERTICES = MAX_SPRITES * 4;
private const int MAX_INDICES = MAX_SPRITES * 6;
private const int MAX_MATRICES = MAX_SPRITES;
private static ComputePipeline ComputePipeline = null;
private static ComputePipeline ComputePipeline = null;
private Buffer VertexBuffer { get; }
private Buffer IndexBuffer { get; }
private Buffer TransformBuffer { get; }
private Buffer VertexBuffer { get; }
private Buffer IndexBuffer { get; }
private Buffer TransformBuffer { get; }
private readonly VertexPositionTexcoord[] Vertices;
private static readonly short[] Indices = GenerateIndexArray();
private readonly Matrix4x4[] Transforms;
private readonly VertexPositionTexcoord[] Vertices;
private static readonly short[] Indices = GenerateIndexArray();
private readonly Matrix4x4[] Transforms;
private Texture CurrentTexture { get; set; }
private Sampler CurrentSampler { get; set; }
private uint VertexCount { get; set; }
private uint TransformCount { get; set; }
private Texture CurrentTexture { get; set; }
private Sampler CurrentSampler { get; set; }
private uint VertexCount { get; set; }
private uint TransformCount { get; set; }
public SpriteBatch(GraphicsDevice graphicsDevice)
{
if (ComputePipeline == null)
{
var computeShaderModule = new ShaderModule(graphicsDevice, Path.Combine(System.Environment.CurrentDirectory, "Content", "spritebatch.comp.spv"));
public SpriteBatch(GraphicsDevice graphicsDevice)
{
if (ComputePipeline == null)
{
var computeShaderModule = new ShaderModule(graphicsDevice, Path.Combine(System.Environment.CurrentDirectory, "Content", "spritebatch.comp.spv"));
var computeShaderState = new ShaderStageState
{
ShaderModule = computeShaderModule,
EntryPointName = "main",
UniformBufferSize = (uint) Marshal.SizeOf<SpriteBatchUniforms>()
};
var computeShaderState = new ShaderStageState
{
ShaderModule = computeShaderModule,
EntryPointName = "main",
UniformBufferSize = (uint)Marshal.SizeOf<SpriteBatchUniforms>()
};
ComputePipeline = new ComputePipeline(graphicsDevice, computeShaderState, 2, 0);
}
ComputePipeline = new ComputePipeline(graphicsDevice, computeShaderState, 2, 0);
}
Vertices = new VertexPositionTexcoord[MAX_VERTICES];
VertexBuffer = new Buffer(
graphicsDevice,
BufferUsageFlags.Vertex | BufferUsageFlags.Compute,
(uint)(MAX_VERTICES * Marshal.SizeOf<VertexPositionTexcoord>())
);
Vertices = new VertexPositionTexcoord[MAX_VERTICES];
VertexBuffer = new Buffer(
graphicsDevice,
BufferUsageFlags.Vertex | BufferUsageFlags.Compute,
(uint)(MAX_VERTICES * Marshal.SizeOf<VertexPositionTexcoord>())
);
IndexBuffer = new Buffer(
graphicsDevice,
BufferUsageFlags.Index | BufferUsageFlags.Compute,
MAX_INDICES * sizeof(short)
);
IndexBuffer = new Buffer(
graphicsDevice,
BufferUsageFlags.Index | BufferUsageFlags.Compute,
MAX_INDICES * sizeof(short)
);
Transforms = new Matrix4x4[MAX_MATRICES];
TransformBuffer = new Buffer(
graphicsDevice,
BufferUsageFlags.Compute,
(uint)(MAX_MATRICES * Marshal.SizeOf<Matrix4x4>())
);
Transforms = new Matrix4x4[MAX_MATRICES];
TransformBuffer = new Buffer(
graphicsDevice,
BufferUsageFlags.Compute,
(uint)(MAX_MATRICES * Marshal.SizeOf<Matrix4x4>())
);
var commandBuffer = graphicsDevice.AcquireCommandBuffer();
commandBuffer.SetBufferData(IndexBuffer, Indices);
graphicsDevice.Submit(commandBuffer);
}
var commandBuffer = graphicsDevice.AcquireCommandBuffer();
commandBuffer.SetBufferData(IndexBuffer, Indices);
graphicsDevice.Submit(commandBuffer);
}
public void Start(Texture texture, Sampler sampler)
{
TransformCount = 0;
VertexCount = 0;
CurrentTexture = texture;
CurrentSampler = sampler;
}
public void Start(Texture texture, Sampler sampler)
{
TransformCount = 0;
VertexCount = 0;
CurrentTexture = texture;
CurrentSampler = sampler;
}
public void Add(Sprite sprite, Matrix4x4 transform, Color color)
{
Vertices[VertexCount].position.X = 0;
Vertices[VertexCount].position.Y = 0;
Vertices[VertexCount].texcoord.X = sprite.Texcoord.X;
Vertices[VertexCount].texcoord.Y = sprite.Texcoord.Y;
Vertices[VertexCount].color.X = color.R / 255f;
Vertices[VertexCount].color.Y = color.G / 255f;
Vertices[VertexCount].color.Z = color.B / 255f;
Vertices[VertexCount].color.W = color.A / 255f;
public void Add(Sprite sprite, Matrix4x4 transform, Color color)
{
Vertices[VertexCount].position.X = 0;
Vertices[VertexCount].position.Y = 0;
Vertices[VertexCount].texcoord.X = sprite.Texcoord.X;
Vertices[VertexCount].texcoord.Y = sprite.Texcoord.Y;
Vertices[VertexCount].color.X = color.R / 255f;
Vertices[VertexCount].color.Y = color.G / 255f;
Vertices[VertexCount].color.Z = color.B / 255f;
Vertices[VertexCount].color.W = color.A / 255f;
Vertices[VertexCount + 1].position.X = sprite.Width;
Vertices[VertexCount + 1].position.Y = 0;
Vertices[VertexCount + 1].texcoord.X = sprite.Texcoord.X + sprite.Texcoord.W;
Vertices[VertexCount + 1].texcoord.Y = sprite.Texcoord.Y;
Vertices[VertexCount + 1].color.X = color.R / 255f;
Vertices[VertexCount + 1].color.Y = color.G / 255f;
Vertices[VertexCount + 1].color.Z = color.B / 255f;
Vertices[VertexCount + 1].color.W = color.A / 255f;
Vertices[VertexCount + 1].position.X = sprite.Width;
Vertices[VertexCount + 1].position.Y = 0;
Vertices[VertexCount + 1].texcoord.X = sprite.Texcoord.X + sprite.Texcoord.W;
Vertices[VertexCount + 1].texcoord.Y = sprite.Texcoord.Y;
Vertices[VertexCount + 1].color.X = color.R / 255f;
Vertices[VertexCount + 1].color.Y = color.G / 255f;
Vertices[VertexCount + 1].color.Z = color.B / 255f;
Vertices[VertexCount + 1].color.W = color.A / 255f;
Vertices[VertexCount + 2].position.X = 0;
Vertices[VertexCount + 2].position.Y = sprite.Height;
Vertices[VertexCount + 2].texcoord.X = sprite.Texcoord.X;
Vertices[VertexCount + 2].texcoord.Y = sprite.Texcoord.Y + sprite.Texcoord.H;
Vertices[VertexCount + 2].color.X = color.R / 255f;
Vertices[VertexCount + 2].color.Y = color.G / 255f;
Vertices[VertexCount + 2].color.Z = color.B / 255f;
Vertices[VertexCount + 2].color.W = color.A / 255f;
Vertices[VertexCount + 2].position.X = 0;
Vertices[VertexCount + 2].position.Y = sprite.Height;
Vertices[VertexCount + 2].texcoord.X = sprite.Texcoord.X;
Vertices[VertexCount + 2].texcoord.Y = sprite.Texcoord.Y + sprite.Texcoord.H;
Vertices[VertexCount + 2].color.X = color.R / 255f;
Vertices[VertexCount + 2].color.Y = color.G / 255f;
Vertices[VertexCount + 2].color.Z = color.B / 255f;
Vertices[VertexCount + 2].color.W = color.A / 255f;
Vertices[VertexCount + 3].position.X = sprite.Width;
Vertices[VertexCount + 3].position.Y = sprite.Height;
Vertices[VertexCount + 3].texcoord.X = sprite.Texcoord.X + sprite.Texcoord.W;
Vertices[VertexCount + 3].texcoord.Y = sprite.Texcoord.Y + sprite.Texcoord.H;
Vertices[VertexCount + 3].color.X = color.R / 255f;
Vertices[VertexCount + 3].color.Y = color.G / 255f;
Vertices[VertexCount + 3].color.Z = color.B / 255f;
Vertices[VertexCount + 3].color.W = color.A / 255f;
Vertices[VertexCount + 3].position.X = sprite.Width;
Vertices[VertexCount + 3].position.Y = sprite.Height;
Vertices[VertexCount + 3].texcoord.X = sprite.Texcoord.X + sprite.Texcoord.W;
Vertices[VertexCount + 3].texcoord.Y = sprite.Texcoord.Y + sprite.Texcoord.H;
Vertices[VertexCount + 3].color.X = color.R / 255f;
Vertices[VertexCount + 3].color.Y = color.G / 255f;
Vertices[VertexCount + 3].color.Z = color.B / 255f;
Vertices[VertexCount + 3].color.W = color.A / 255f;
VertexCount += 4;
VertexCount += 4;
Transforms[TransformCount] = transform;
TransformCount += 1;
}
Transforms[TransformCount] = transform;
TransformCount += 1;
}
public void Flush(
CommandBuffer commandBuffer,
RenderPass renderPass,
Framebuffer framebuffer,
Rect renderArea,
GraphicsPipeline graphicsPipeline,
CameraUniforms cameraUniforms
) {
if (VertexCount == 0)
{
return;
}
public void Flush(
CommandBuffer commandBuffer,
ColorAttachmentInfo colorAttachmentInfo,
GraphicsPipeline graphicsPipeline,
CameraUniforms cameraUniforms
)
{
if (VertexCount == 0)
{
return;
}
commandBuffer.SetBufferData(VertexBuffer, Vertices, 0, 0, VertexCount);
commandBuffer.SetBufferData(TransformBuffer, Transforms, 0, 0, TransformCount);
commandBuffer.SetBufferData(VertexBuffer, Vertices, 0, 0, VertexCount);
commandBuffer.SetBufferData(TransformBuffer, Transforms, 0, 0, TransformCount);
commandBuffer.BindComputePipeline(ComputePipeline);
commandBuffer.BindComputeBuffers(VertexBuffer, TransformBuffer);
var offset = commandBuffer.PushComputeShaderUniforms(new SpriteBatchUniforms
{
VertexCount = VertexCount
});
commandBuffer.DispatchCompute(System.Math.Max(1, VertexCount / 256), 1, 1, offset);
commandBuffer.BindComputePipeline(ComputePipeline);
commandBuffer.BindComputeBuffers(VertexBuffer, TransformBuffer);
var offset = commandBuffer.PushComputeShaderUniforms(new SpriteBatchUniforms
{
VertexCount = VertexCount
});
commandBuffer.DispatchCompute(System.Math.Max(1, VertexCount / 256), 1, 1, offset);
commandBuffer.BeginRenderPass(renderPass, framebuffer, renderArea, Vector4.Zero);
commandBuffer.BindGraphicsPipeline(graphicsPipeline);
commandBuffer.BindVertexBuffers(VertexBuffer);
commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
commandBuffer.BindFragmentSamplers(new TextureSamplerBinding { Texture = CurrentTexture, Sampler = CurrentSampler });
offset = commandBuffer.PushVertexShaderUniforms(cameraUniforms);
commandBuffer.BeginRenderPass(colorAttachmentInfo);
commandBuffer.BindGraphicsPipeline(graphicsPipeline);
commandBuffer.BindVertexBuffers(VertexBuffer);
commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
commandBuffer.BindFragmentSamplers(new TextureSamplerBinding { Texture = CurrentTexture, Sampler = CurrentSampler });
offset = commandBuffer.PushVertexShaderUniforms(cameraUniforms);
commandBuffer.DrawIndexedPrimitives(
0,
0,
VertexCount / 2,
offset,
0
);
commandBuffer.DrawIndexedPrimitives(
0,
0,
VertexCount / 2,
offset,
0
);
commandBuffer.EndRenderPass();
commandBuffer.EndRenderPass();
VertexCount = 0;
TransformCount = 0;
}
VertexCount = 0;
TransformCount = 0;
}
private static short[] GenerateIndexArray()
{
var result = new short[MAX_INDICES];
for (int i = 0, j = 0; i < MAX_INDICES; i += 6, j += 4)
{
result[i] = (short)j;
result[i + 1] = (short)(j + 1);
result[i + 2] = (short)(j + 2);
result[i + 3] = (short)(j + 2);
result[i + 4] = (short)(j + 1);
result[i + 5] = (short)(j + 3);
}
return result;
}
}
private static short[] GenerateIndexArray()
{
var result = new short[MAX_INDICES];
for (int i = 0, j = 0; i < MAX_INDICES; i += 6, j += 4)
{
result[i] = (short)j;
result[i + 1] = (short)(j + 1);
result[i + 2] = (short)(j + 2);
result[i + 3] = (short)(j + 2);
result[i + 4] = (short)(j + 1);
result[i + 5] = (short)(j + 3);
}
return result;
}
}
}

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@ -9,238 +9,238 @@ using MoonWorks.Window;
namespace MoonWorksComputeSpriteBatch
{
public class TestGame : Game
{
private RenderPass mainRenderPass;
private RenderTarget mainColorTarget;
private Framebuffer mainFramebuffer;
private Rect mainRenderArea;
public class TestGame : Game
{
private RenderTarget mainColorTarget;
private GraphicsPipeline spritePipeline;
private GraphicsPipeline spritePipeline;
private SpriteBatch spriteBatch;
private SpriteBatch spriteBatch;
private Texture whitePixel;
private Sampler sampler;
private Texture whitePixel;
private Sampler sampler;
private const int SPRITECOUNT = SpriteBatch.MAX_SPRITES;
private Vector3[] positions = new Vector3[SPRITECOUNT];
private const int SPRITECOUNT = SpriteBatch.MAX_SPRITES;
private Vector3[] positions = new Vector3[SPRITECOUNT];
private uint windowWidth;
private uint windowHeight;
private uint windowWidth;
private uint windowHeight;
private Random random = new Random();
private Random random = new Random();
public TestGame(WindowCreateInfo windowCreateInfo, PresentMode presentMode, int targetTimestep = 60, bool debugMode = false) : base(windowCreateInfo, presentMode, targetTimestep, debugMode)
{
windowWidth = windowCreateInfo.WindowWidth;
windowHeight = windowCreateInfo.WindowHeight;
public TestGame(WindowCreateInfo windowCreateInfo, PresentMode presentMode, int targetTimestep = 60, bool debugMode = false) : base(windowCreateInfo, presentMode, targetTimestep, debugMode)
{
windowWidth = windowCreateInfo.WindowWidth;
windowHeight = windowCreateInfo.WindowHeight;
var vertexShaderModule = new ShaderModule(GraphicsDevice, Path.Combine(Environment.CurrentDirectory, "Content", "sprite.vert.spv"));
var fragmentShaderModule = new ShaderModule(GraphicsDevice, Path.Combine(Environment.CurrentDirectory, "Content", "sprite.frag.spv"));
var vertexShaderModule = new ShaderModule(GraphicsDevice, Path.Combine(Environment.CurrentDirectory, "Content", "sprite.vert.spv"));
var fragmentShaderModule = new ShaderModule(GraphicsDevice, Path.Combine(Environment.CurrentDirectory, "Content", "sprite.frag.spv"));
ColorTargetDescription colorTargetDescription = new ColorTargetDescription
{
Format = TextureFormat.R8G8B8A8,
MultisampleCount = SampleCount.One,
LoadOp = LoadOp.Clear,
StoreOp = StoreOp.Store
};
mainColorTarget = RenderTarget.CreateBackedRenderTarget(
GraphicsDevice,
windowWidth,
windowHeight,
TextureFormat.R8G8B8A8,
false
);
mainRenderPass = new RenderPass(GraphicsDevice, colorTargetDescription);
/* Pipeline */
mainColorTarget = RenderTarget.CreateBackedRenderTarget(
GraphicsDevice,
windowWidth,
windowHeight,
TextureFormat.R8G8B8A8,
false
);
ColorTargetBlendState[] colorTargetBlendStates = new ColorTargetBlendState[1]
{
ColorTargetBlendState.None
};
mainFramebuffer = new Framebuffer(
GraphicsDevice,
windowWidth,
windowHeight,
mainRenderPass,
null,
mainColorTarget
);
ColorBlendState colorBlendState = new ColorBlendState
{
LogicOpEnable = false,
LogicOp = LogicOp.NoOp,
BlendConstants = new BlendConstants(),
ColorTargetBlendStates = colorTargetBlendStates
};
mainRenderArea = new Rect
{
X = 0,
Y = 0,
W = (int) windowWidth,
H = (int) windowHeight
};
DepthStencilState depthStencilState = DepthStencilState.Disable;
/* Pipeline */
ShaderStageState vertexShaderState = new ShaderStageState
{
ShaderModule = vertexShaderModule,
EntryPointName = "main",
UniformBufferSize = (uint)Marshal.SizeOf<CameraUniforms>()
};
ColorTargetBlendState[] colorTargetBlendStates = new ColorTargetBlendState[1]
{
ColorTargetBlendState.None
};
ShaderStageState fragmentShaderState = new ShaderStageState
{
ShaderModule = fragmentShaderModule,
EntryPointName = "main",
UniformBufferSize = 0
};
ColorBlendState colorBlendState = new ColorBlendState
{
LogicOpEnable = false,
LogicOp = LogicOp.NoOp,
BlendConstants = new BlendConstants(),
ColorTargetBlendStates = colorTargetBlendStates
};
MultisampleState multisampleState = MultisampleState.None;
DepthStencilState depthStencilState = DepthStencilState.Disable;
GraphicsPipelineLayoutInfo pipelineLayoutInfo = new GraphicsPipelineLayoutInfo
{
VertexSamplerBindingCount = 0,
FragmentSamplerBindingCount = 1
};
ShaderStageState vertexShaderState = new ShaderStageState
{
ShaderModule = vertexShaderModule,
EntryPointName = "main",
UniformBufferSize = (uint) Marshal.SizeOf<CameraUniforms>()
};
RasterizerState rasterizerState = RasterizerState.CCW_CullNone;
ShaderStageState fragmentShaderState = new ShaderStageState
{
ShaderModule = fragmentShaderModule,
EntryPointName = "main",
UniformBufferSize = 0
};
var vertexBindings = new VertexBinding[1]
{
new VertexBinding
{
Binding = 0,
InputRate = VertexInputRate.Vertex,
Stride = (uint) Marshal.SizeOf<VertexPositionTexcoord>()
}
};
MultisampleState multisampleState = MultisampleState.None;
var vertexAttributes = new VertexAttribute[3]
{
new VertexAttribute
{
Binding = 0,
Location = 0,
Format = VertexElementFormat.Vector3,
Offset = 0
},
new VertexAttribute
{
Binding = 0,
Location = 1,
Format = VertexElementFormat.Vector2,
Offset = (uint) Marshal.OffsetOf<VertexPositionTexcoord>("texcoord")
},
new VertexAttribute
{
Binding = 0,
Location = 2,
Format = VertexElementFormat.Vector4,
Offset = (uint) Marshal.OffsetOf<VertexPositionTexcoord>("color")
}
};
GraphicsPipelineLayoutInfo pipelineLayoutInfo = new GraphicsPipelineLayoutInfo
{
VertexSamplerBindingCount = 0,
FragmentSamplerBindingCount = 1
};
VertexInputState vertexInputState = new VertexInputState
{
VertexBindings = vertexBindings,
VertexAttributes = vertexAttributes
};
RasterizerState rasterizerState = RasterizerState.CCW_CullNone;
var viewports = new Viewport[1]
{
new Viewport
{
X = 0,
Y = 0,
W = windowWidth,
H = windowHeight,
MinDepth = 0,
MaxDepth = 1
}
};
var vertexBindings = new VertexBinding[1]
{
new VertexBinding
{
Binding = 0,
InputRate = VertexInputRate.Vertex,
Stride = (uint) Marshal.SizeOf<VertexPositionTexcoord>()
}
};
var scissors = new Rect[1]
{
new Rect
{
X = 0,
Y = 0,
W = (int) windowWidth,
H = (int) windowHeight
}
};
var vertexAttributes = new VertexAttribute[3]
{
new VertexAttribute
{
Binding = 0,
Location = 0,
Format = VertexElementFormat.Vector3,
Offset = 0
},
new VertexAttribute
{
Binding = 0,
Location = 1,
Format = VertexElementFormat.Vector2,
Offset = (uint) Marshal.OffsetOf<VertexPositionTexcoord>("texcoord")
},
new VertexAttribute
{
Binding = 0,
Location = 2,
Format = VertexElementFormat.Vector4,
Offset = (uint) Marshal.OffsetOf<VertexPositionTexcoord>("color")
}
};
ViewportState viewportState = new ViewportState
{
Viewports = viewports,
Scissors = scissors
};
VertexInputState vertexInputState = new VertexInputState
{
VertexBindings = vertexBindings,
VertexAttributes = vertexAttributes
};
var colorAttachmentDescriptions = new ColorAttachmentDescription[1]
{
new ColorAttachmentDescription
{
format = TextureFormat.R8G8B8A8,
sampleCount = SampleCount.One
}
};
var viewports = new Viewport[1]
{
new Viewport
{
X = 0,
Y = 0,
W = windowWidth,
H = windowHeight,
MinDepth = 0,
MaxDepth = 1
}
};
GraphicsPipelineAttachmentInfo graphicsPipelineAttachmentInfo = new GraphicsPipelineAttachmentInfo
{
colorAttachmentDescriptions = colorAttachmentDescriptions,
colorAttachmentCount = 1,
hasDepthStencilAttachment = false,
depthStencilFormat = 0
};
var scissors = new Rect[1]
{
new Rect
{
X = 0,
Y = 0,
W = (int) windowWidth,
H = (int) windowHeight
}
};
var graphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
{
ColorBlendState = colorBlendState,
DepthStencilState = depthStencilState,
VertexShaderState = vertexShaderState,
FragmentShaderState = fragmentShaderState,
MultisampleState = multisampleState,
PipelineLayoutInfo = pipelineLayoutInfo,
RasterizerState = rasterizerState,
PrimitiveType = PrimitiveType.TriangleList,
VertexInputState = vertexInputState,
ViewportState = viewportState,
AttachmentInfo = graphicsPipelineAttachmentInfo
};
ViewportState viewportState = new ViewportState
{
Viewports = viewports,
Scissors = scissors
};
spritePipeline = new GraphicsPipeline(GraphicsDevice, graphicsPipelineCreateInfo);
var graphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
{
ColorBlendState = colorBlendState,
DepthStencilState = depthStencilState,
VertexShaderState = vertexShaderState,
FragmentShaderState = fragmentShaderState,
MultisampleState = multisampleState,
PipelineLayoutInfo = pipelineLayoutInfo,
RasterizerState = rasterizerState,
PrimitiveType = PrimitiveType.TriangleList,
VertexInputState = vertexInputState,
ViewportState = viewportState,
RenderPass = mainRenderPass
};
spriteBatch = new SpriteBatch(GraphicsDevice);
spritePipeline = new GraphicsPipeline(GraphicsDevice, graphicsPipelineCreateInfo);
whitePixel = Texture.CreateTexture2D(GraphicsDevice, 1, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
spriteBatch = new SpriteBatch(GraphicsDevice);
var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
commandBuffer.SetTextureData(whitePixel, new Color[] { Color.White });
GraphicsDevice.Submit(commandBuffer);
whitePixel = Texture.CreateTexture2D(GraphicsDevice, 1, 1, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap);
}
var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
commandBuffer.SetTextureData(whitePixel, new Color[] { Color.White });
GraphicsDevice.Submit(commandBuffer);
protected override void Update(TimeSpan dt)
{
for (var i = 0; i < SPRITECOUNT; i += 1)
{
positions[i].X = (float)(random.NextDouble() * windowWidth) - 64;
positions[i].Y = (float)(random.NextDouble() * windowHeight) - 64;
}
}
sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap);
}
protected override void Draw(TimeSpan dt, double alpha)
{
var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
protected override void Update(TimeSpan dt)
{
for (var i = 0; i < SPRITECOUNT; i += 1)
{
positions[i].X = (float) (random.NextDouble() * windowWidth) - 64;
positions[i].Y = (float) (random.NextDouble() * windowHeight) - 64;
}
}
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);
spriteBatch.Start(whitePixel, sampler);
protected override void Draw(TimeSpan dt, double alpha)
{
var commandBuffer = GraphicsDevice.AcquireCommandBuffer();
for (var i = 0; i < SPRITECOUNT; i += 1)
{
var transform = Matrix4x4.CreateTranslation(positions[i]);
var color = new Color((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble(), 255f);
spriteBatch.Add(new Sprite(new Rect { X = 0, Y = 0, W = 0, H = 0 }, 128, 128), transform, color);
}
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);
spriteBatch.Start(whitePixel, sampler);
var colorAttachmentInfo = new ColorAttachmentInfo
{
renderTarget = mainColorTarget,
clearColor = Color.Black,
loadOp = LoadOp.Clear,
storeOp = StoreOp.DontCare
};
for (var i = 0; i < SPRITECOUNT; i += 1)
{
var transform = Matrix4x4.CreateTranslation(positions[i]);
var color = new Color((float)random.NextDouble(), (float)random.NextDouble(), (float)random.NextDouble(), 255f);
spriteBatch.Add(new Sprite(new Rect { X = 0, Y = 0, W = 0, H = 0 }, 128, 128), transform, color);
}
spriteBatch.Flush(commandBuffer, colorAttachmentInfo, spritePipeline, new CameraUniforms { viewProjectionMatrix = viewProjection });
spriteBatch.Flush(commandBuffer, mainRenderPass, mainFramebuffer, mainRenderArea, spritePipeline, new CameraUniforms { viewProjectionMatrix = viewProjection });
commandBuffer.QueuePresent(mainColorTarget.TextureSlice, Filter.Nearest, Window);
GraphicsDevice.Submit(commandBuffer);
}
commandBuffer.QueuePresent(mainColorTarget.TextureSlice, Filter.Nearest, Window);
GraphicsDevice.Submit(commandBuffer);
}
}
protected override void OnDestroy()
{
}
}
}