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								using MoonWorks;
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								using MoonWorks.Graphics;
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								using MoonWorks.Math.Float;
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								using System.Runtime.InteropServices;
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								namespace MoonWorks.Test
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								{
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								    class DrawIndirectGame : Game
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								    {
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								        private GraphicsPipeline graphicsPipeline;
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								        private Buffer vertexBuffer;
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								        private Buffer drawBuffer;
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								        public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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								        {
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								            // Load the shaders
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								            ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
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								            ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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								            // Create the graphics pipeline
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								            GraphicsPipelineCreateInfo pipelineCreateInfo = 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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								            pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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								            graphicsPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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								            // Create and populate the vertex buffer
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								            vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
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								            drawBuffer = Buffer.Create<IndirectDrawCommand>(GraphicsDevice, BufferUsageFlags.Indirect, 2);
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								            CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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								            cmdbuf.SetBufferData(
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								                vertexBuffer,
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								                new PositionColorVertex[]
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								                {
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								                    new PositionColorVertex(new Vector3(-0.5f, -1, 0), Color.Blue),
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								                    new PositionColorVertex(new Vector3(-1f, 1, 0), Color.Green),
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								                    new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
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								                    new PositionColorVertex(new Vector3(.5f, -1, 0), Color.Blue),
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								                    new PositionColorVertex(new Vector3(1f, 1, 0), Color.Green),
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								                    new PositionColorVertex(new Vector3(0f, 1, 0), Color.Red),
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								                }
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								            );
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								            cmdbuf.SetBufferData(
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								                drawBuffer,
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								                new IndirectDrawCommand[]
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								                {
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								                    new IndirectDrawCommand(3, 1, 3, 0),
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								                    new IndirectDrawCommand(3, 1, 0, 0),
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								                }
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								            );
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								            GraphicsDevice.Submit(cmdbuf);
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								            GraphicsDevice.Wait();
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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, Color.CornflowerBlue));
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								                cmdbuf.BindGraphicsPipeline(graphicsPipeline);
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								                cmdbuf.BindVertexBuffers(new BufferBinding(vertexBuffer, 0));
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								                cmdbuf.DrawPrimitivesIndirect(drawBuffer, 0, 2, (uint) Marshal.SizeOf<IndirectDrawCommand>(), 0, 0);
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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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								            DrawIndirectGame game = new DrawIndirectGame();
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								            game.Run();
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								        }
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								    }
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								}
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