update for render pass ABI break
parent
94f463002d
commit
a828f510af
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@ -2,7 +2,7 @@
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net5.0</TargetFramework>
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<TargetFramework>net6.0</TargetFramework>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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@ -1 +1 @@
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Subproject commit cb25e6feff2d9ac3f399b3a43cd11d374f90f127
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Subproject commit b8b10140a95457a00d658e84d4b67b926f467b15
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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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@ -128,12 +128,11 @@ namespace MoonWorksComputeSpriteBatch
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public void Flush(
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CommandBuffer commandBuffer,
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RenderPass renderPass,
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Framebuffer framebuffer,
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Rect renderArea,
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ColorAttachmentInfo colorAttachmentInfo,
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GraphicsPipeline graphicsPipeline,
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CameraUniforms cameraUniforms
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) {
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)
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{
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if (VertexCount == 0)
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{
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return;
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@ -150,7 +149,7 @@ namespace MoonWorksComputeSpriteBatch
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});
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commandBuffer.DispatchCompute(System.Math.Max(1, VertexCount / 256), 1, 1, offset);
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commandBuffer.BeginRenderPass(renderPass, framebuffer, renderArea, Vector4.Zero);
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commandBuffer.BeginRenderPass(colorAttachmentInfo);
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commandBuffer.BindGraphicsPipeline(graphicsPipeline);
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commandBuffer.BindVertexBuffers(VertexBuffer);
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commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.Sixteen);
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@ -11,10 +11,7 @@ namespace MoonWorksComputeSpriteBatch
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{
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public class TestGame : Game
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{
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private RenderPass mainRenderPass;
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private RenderTarget mainColorTarget;
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private Framebuffer mainFramebuffer;
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private Rect mainRenderArea;
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private GraphicsPipeline spritePipeline;
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@ -39,16 +36,6 @@ 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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ColorTargetDescription colorTargetDescription = new ColorTargetDescription
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{
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Format = TextureFormat.R8G8B8A8,
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MultisampleCount = SampleCount.One,
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store
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};
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mainRenderPass = new RenderPass(GraphicsDevice, colorTargetDescription);
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mainColorTarget = RenderTarget.CreateBackedRenderTarget(
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GraphicsDevice,
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windowWidth,
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@ -57,23 +44,6 @@ namespace MoonWorksComputeSpriteBatch
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false
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);
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mainFramebuffer = new Framebuffer(
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GraphicsDevice,
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windowWidth,
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windowHeight,
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mainRenderPass,
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null,
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mainColorTarget
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);
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mainRenderArea = new Rect
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{
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X = 0,
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Y = 0,
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W = (int) windowWidth,
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H = (int) windowHeight
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};
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/* Pipeline */
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ColorTargetBlendState[] colorTargetBlendStates = new ColorTargetBlendState[1]
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@ -186,6 +156,23 @@ namespace MoonWorksComputeSpriteBatch
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Scissors = scissors
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};
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var colorAttachmentDescriptions = new ColorAttachmentDescription[1]
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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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sampleCount = SampleCount.One
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}
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};
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GraphicsPipelineAttachmentInfo graphicsPipelineAttachmentInfo = new GraphicsPipelineAttachmentInfo
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{
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colorAttachmentDescriptions = colorAttachmentDescriptions,
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colorAttachmentCount = 1,
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hasDepthStencilAttachment = false,
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depthStencilFormat = 0
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};
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var graphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
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{
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ColorBlendState = colorBlendState,
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@ -198,7 +185,7 @@ namespace MoonWorksComputeSpriteBatch
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PrimitiveType = PrimitiveType.TriangleList,
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VertexInputState = vertexInputState,
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ViewportState = viewportState,
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RenderPass = mainRenderPass
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AttachmentInfo = graphicsPipelineAttachmentInfo
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};
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spritePipeline = new GraphicsPipeline(GraphicsDevice, graphicsPipelineCreateInfo);
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@ -237,10 +224,23 @@ 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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spriteBatch.Flush(commandBuffer, mainRenderPass, mainFramebuffer, mainRenderArea, spritePipeline, new CameraUniforms { viewProjectionMatrix = viewProjection });
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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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GraphicsDevice.Submit(commandBuffer);
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}
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protected override void OnDestroy()
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{
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}
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}
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}
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