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authorEgor Yusov <egor.yusov@gmail.com>2018-07-05 19:22:51 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-07-05 19:22:51 +0000
commitf44c7d6f1fd40f9424eaaece79fd9bb6f7745cdc (patch)
tree976aeac341bb43c9726c77c1088b17930fca8e24 /Tests/TestApp/assets/TestComputeShaders.lua
parentAsteroids demo: only recreating the window when render mode changes (diff)
downloadDiligentEngine-f44c7d6f1fd40f9424eaaece79fd9bb6f7745cdc.tar.gz
DiligentEngine-f44c7d6f1fd40f9424eaaece79fd9bb6f7745cdc.zip
Updated broken shader & comput shader tests
Diffstat (limited to 'Tests/TestApp/assets/TestComputeShaders.lua')
-rw-r--r--Tests/TestApp/assets/TestComputeShaders.lua11
1 files changed, 9 insertions, 2 deletions
diff --git a/Tests/TestApp/assets/TestComputeShaders.lua b/Tests/TestApp/assets/TestComputeShaders.lua
index ba9fb38..69689f3 100644
--- a/Tests/TestApp/assets/TestComputeShaders.lua
+++ b/Tests/TestApp/assets/TestComputeShaders.lua
@@ -29,6 +29,7 @@ TestTexture:GetDefaultView("TEXTURE_VIEW_SHADER_RESOURCE"):SetSampler(LinearSamp
PositionsBuffer = Buffer.Create(
{
+ Name = "Position buffer",
Usage = "USAGE_DEFAULT",
BindFlags = {"BIND_VERTEX_BUFFER", "BIND_UNORDERED_ACCESS"},
Mode = "BUFFER_MODE_FORMATTED",
@@ -39,6 +40,7 @@ PositionsBuffer = Buffer.Create(
TexcoordBuffer = Buffer.Create(
{
+ Name = "Texcoord buffer",
Usage = "USAGE_DEFAULT",
BindFlags = {"BIND_VERTEX_BUFFER", "BIND_UNORDERED_ACCESS"},
Mode = "BUFFER_MODE_FORMATTED",
@@ -49,6 +51,7 @@ TexcoordBuffer = Buffer.Create(
OffsetsBuffer = Buffer.Create(
{
+ Name = "Offsets buffer",
Usage = "USAGE_DEFAULT",
BindFlags = {"BIND_UNORDERED_ACCESS", "BIND_SHADER_RESOURCE"},
--uiSizeInBytes = 64,
@@ -61,6 +64,7 @@ OffsetsBuffer = Buffer.Create(
IndexBuffer = Buffer.Create(
{
+ Name = "Index buffer",
Usage = "USAGE_DEFAULT",
BindFlags = {"BIND_INDEX_BUFFER", "BIND_UNORDERED_ACCESS"},
Mode = "BUFFER_MODE_FORMATTED",
@@ -72,6 +76,7 @@ IndexBuffer = Buffer.Create(
IndirectDrawArgsBuffer = Buffer.Create(
{
+ Name = "Indirect Draw Args Buffer",
Usage = "USAGE_DEFAULT",
BindFlags = {"BIND_INDIRECT_DRAW_ARGS", "BIND_UNORDERED_ACCESS"},
Format = {ValueType = "VT_UINT32", NumComponents = 4, IsNormalized = false},
@@ -82,6 +87,7 @@ IndirectDrawArgsBuffer = Buffer.Create(
IndirectDispatchArgsBuffer = Buffer.Create(
{
+ Name = "Indirect Dispatch Args Buffer",
Usage = "USAGE_DEFAULT",
BindFlags = {"BIND_INDIRECT_DRAW_ARGS", "BIND_UNORDERED_ACCESS"},
Format = {ValueType = "VT_UINT32", NumComponents = 4, IsNormalized = false},
@@ -90,7 +96,7 @@ IndirectDispatchArgsBuffer = Buffer.Create(
}
)
-if Constants.DeviceType == "D3D11" or Constants.DeviceType == "D3D12" then
+if Constants.DeviceType == "D3D11" or Constants.DeviceType == "D3D12" or Constants.DeviceType == "Vulkan" then
TexcoordDataOffset = 0 -- Non-zero byte offset is only supported for structured buffers in DirectX
else
TexcoordDataOffset = 2*4*4
@@ -117,7 +123,7 @@ function GetShaderPath( ShaderName, ShaderExt, GLESSpecial )
local ProcessedShaderPath = ""
if Constants.DeviceType == "D3D11" or Constants.DeviceType == "D3D12" then
ProcessedShaderPath = "Shaders\\" .. ShaderName .. "DX." .. ShaderExt
- elseif Constants.DeviceType == "OpenGL" or not GLESSpecial then
+ elseif Constants.DeviceType == "OpenGL" or Constants.DeviceType == "Vulkan" or not GLESSpecial then
ProcessedShaderPath = "Shaders\\" .. ShaderName .. "GL." .. ShaderExt
else
ProcessedShaderPath = "Shaders\\" .. ShaderName .. "GLES." .. ShaderExt
@@ -239,6 +245,7 @@ RenderPSO = PipelineState.Create
{ InputIndex = 1, BufferSlot = 1, NumComponents = 2, ValueType = "VT_FLOAT32", IsNormalized = false, Stride = 4*4}
},
RTVFormats = {extBackBufferFormat},
+ DSVFormat = extDepthBufferFormat,
PrimitiveTopology = "PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP"
}
}