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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@ -128,12 +128,11 @@ namespace MoonWorksComputeSpriteBatch
public void Flush(
CommandBuffer commandBuffer,
RenderPass renderPass,
Framebuffer framebuffer,
Rect renderArea,
ColorAttachmentInfo colorAttachmentInfo,
GraphicsPipeline graphicsPipeline,
CameraUniforms cameraUniforms
) {
)
{
if (VertexCount == 0)
{
return;
@ -150,7 +149,7 @@ namespace MoonWorksComputeSpriteBatch
});
commandBuffer.DispatchCompute(System.Math.Max(1, VertexCount / 256), 1, 1, offset);
commandBuffer.BeginRenderPass(renderPass, framebuffer, renderArea, Vector4.Zero);
commandBuffer.BeginRenderPass(colorAttachmentInfo);
commandBuffer.BindGraphicsPipeline(graphicsPipeline);
commandBuffer.BindVertexBuffers(VertexBuffer);
commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);

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@ -11,10 +11,7 @@ namespace MoonWorksComputeSpriteBatch
{
public class TestGame : Game
{
private RenderPass mainRenderPass;
private RenderTarget mainColorTarget;
private Framebuffer mainFramebuffer;
private Rect mainRenderArea;
private GraphicsPipeline spritePipeline;
@ -39,16 +36,6 @@ namespace MoonWorksComputeSpriteBatch
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
};
mainRenderPass = new RenderPass(GraphicsDevice, colorTargetDescription);
mainColorTarget = RenderTarget.CreateBackedRenderTarget(
GraphicsDevice,
windowWidth,
@ -57,23 +44,6 @@ namespace MoonWorksComputeSpriteBatch
false
);
mainFramebuffer = new Framebuffer(
GraphicsDevice,
windowWidth,
windowHeight,
mainRenderPass,
null,
mainColorTarget
);
mainRenderArea = new Rect
{
X = 0,
Y = 0,
W = (int) windowWidth,
H = (int) windowHeight
};
/* Pipeline */
ColorTargetBlendState[] colorTargetBlendStates = new ColorTargetBlendState[1]
@ -186,6 +156,23 @@ namespace MoonWorksComputeSpriteBatch
Scissors = scissors
};
var colorAttachmentDescriptions = new ColorAttachmentDescription[1]
{
new ColorAttachmentDescription
{
format = TextureFormat.R8G8B8A8,
sampleCount = SampleCount.One
}
};
GraphicsPipelineAttachmentInfo graphicsPipelineAttachmentInfo = new GraphicsPipelineAttachmentInfo
{
colorAttachmentDescriptions = colorAttachmentDescriptions,
colorAttachmentCount = 1,
hasDepthStencilAttachment = false,
depthStencilFormat = 0
};
var graphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
{
ColorBlendState = colorBlendState,
@ -198,7 +185,7 @@ namespace MoonWorksComputeSpriteBatch
PrimitiveType = PrimitiveType.TriangleList,
VertexInputState = vertexInputState,
ViewportState = viewportState,
RenderPass = mainRenderPass
AttachmentInfo = graphicsPipelineAttachmentInfo
};
spritePipeline = new GraphicsPipeline(GraphicsDevice, graphicsPipelineCreateInfo);
@ -237,10 +224,23 @@ namespace MoonWorksComputeSpriteBatch
spriteBatch.Add(new Sprite(new Rect { X = 0, Y = 0, W = 0, H = 0 }, 128, 128), transform, color);
}
spriteBatch.Flush(commandBuffer, mainRenderPass, mainFramebuffer, mainRenderArea, spritePipeline, new CameraUniforms { viewProjectionMatrix = viewProjection });
var colorAttachmentInfo = new ColorAttachmentInfo
{
renderTarget = mainColorTarget,
clearColor = Color.Black,
loadOp = LoadOp.Clear,
storeOp = StoreOp.DontCare
};
spriteBatch.Flush(commandBuffer, colorAttachmentInfo, spritePipeline, new CameraUniforms { viewProjectionMatrix = viewProjection });
commandBuffer.QueuePresent(mainColorTarget.TextureSlice, Filter.Nearest, Window);
GraphicsDevice.Submit(commandBuffer);
}
protected override void OnDestroy()
{
}
}
}