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| author | Egor Yusov <egor.yusov@gmail.com> | 2018-11-24 19:15:28 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2018-11-24 19:15:28 +0000 |
| commit | 82198dc5b8284382d27d5f6776fb2531b805a83e (patch) | |
| tree | 6734be86fdf30c87a7d244e13133bc2bcf7452d2 /Tests/TestApp/assets/TestRenderScripts.lua | |
| parent | Updated core (fixed state transiton issue in D3D11) (diff) | |
| download | DiligentEngine-82198dc5b8284382d27d5f6776fb2531b805a83e.tar.gz DiligentEngine-82198dc5b8284382d27d5f6776fb2531b805a83e.zip | |
Added explicit control over resource transitions in draw command
Added explicit static resource binding initialization in SRB objects
Diffstat (limited to 'Tests/TestApp/assets/TestRenderScripts.lua')
| -rw-r--r-- | Tests/TestApp/assets/TestRenderScripts.lua | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/Tests/TestApp/assets/TestRenderScripts.lua b/Tests/TestApp/assets/TestRenderScripts.lua index a181c20..fe2519e 100644 --- a/Tests/TestApp/assets/TestRenderScripts.lua +++ b/Tests/TestApp/assets/TestRenderScripts.lua @@ -194,6 +194,8 @@ function BindShaderResources() MinimalVS:BindResources(ResMapping) MinimalInstVS:BindResources(ResMapping) UniformBufferPS:BindResources(ResMapping) + SRB:InitializeStaticResources(PSO) + SRBInst:InitializeStaticResources() end @@ -203,16 +205,16 @@ function DrawTris(DrawAttrs) Context.SetPipelineState(PSO) Context.SetVertexBuffers(0, VertexBuffer1, 0, ColorsBuffer1, 0, "SET_VERTEX_BUFFERS_FLAG_RESET") SRB:BindResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping, {"BIND_SHADER_RESOURCES_KEEP_EXISTING", "BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED", "BIND_SHADER_RESOURCES_UPDATE_ALL"}) - Context.TransitionShaderResources(PSO) - Context.CommitShaderResources() + Context.TransitionShaderResources(PSO, SRB) + Context.CommitShaderResources(SRB) Context.Draw(DrawAttrs) else Context.SetPipelineState(PSOInst) Context.SetVertexBuffers(0, VertexBuffer2, ColorsBuffer2, 0, InstanceBuffer, 0, "SET_VERTEX_BUFFERS_FLAG_RESET") Context.SetIndexBuffer(IndexBuffer) SRBInst:BindResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping, {"BIND_SHADER_RESOURCES_KEEP_EXISTING", "BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED", "BIND_SHADER_RESOURCES_UPDATE_MUTABLE", "BIND_SHADER_RESOURCES_UPDATE_DYNAMIC"}) - Context.TransitionShaderResources(PSOInst) - Context.CommitShaderResources() + Context.TransitionShaderResources(PSOInst, SRBInst) + Context.CommitShaderResources(SRBInst) Context.Draw(DrawAttrs) end |
