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authorEgor Yusov <egor.yusov@gmail.com>2018-11-24 19:15:28 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-11-24 19:15:28 +0000
commit82198dc5b8284382d27d5f6776fb2531b805a83e (patch)
tree6734be86fdf30c87a7d244e13133bc2bcf7452d2 /Tests/TestApp/assets/TestRenderScripts.lua
parentUpdated core (fixed state transiton issue in D3D11) (diff)
downloadDiligentEngine-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.lua10
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