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| author | Egor Yusov <egor.yusov@gmail.com> | 2018-05-29 01:09:48 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2018-05-29 01:09:48 +0000 |
| commit | cd27f5affb46c349987902aa31014500d5fbef79 (patch) | |
| tree | 79c39c72242c9d08a250dd35412b036f4485224a /Tests/TestApp/src/TestBufferAccess.cpp | |
| parent | Updated shader resource layout test (diff) | |
| download | DiligentEngine-cd27f5affb46c349987902aa31014500d5fbef79.tar.gz DiligentEngine-cd27f5affb46c349987902aa31014500d5fbef79.zip | |
Updated multiple tests
Diffstat (limited to 'Tests/TestApp/src/TestBufferAccess.cpp')
| -rw-r--r-- | Tests/TestApp/src/TestBufferAccess.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Tests/TestApp/src/TestBufferAccess.cpp b/Tests/TestApp/src/TestBufferAccess.cpp index 9a9e17b..f59891d 100644 --- a/Tests/TestApp/src/TestBufferAccess.cpp +++ b/Tests/TestApp/src/TestBufferAccess.cpp @@ -43,7 +43,7 @@ void TestBufferAccess::Init( IRenderDevice *pDevice, IDeviceContext *pContext, f m_pRenderDevice = pDevice; m_pDeviceContext = pContext; auto DevType = m_pRenderDevice->GetDeviceCaps().DevType; - bool bUseOpenGL = DevType == DeviceType::OpenGL || DevType == DeviceType::OpenGLES; + bool bUseGLSL = DevType == DeviceType::OpenGL || DevType == DeviceType::OpenGLES || DevType == DeviceType::Vulkan; m_fXExtent = fXExtent; m_fYExtent = fYExtent; @@ -115,18 +115,18 @@ void TestBufferAccess::Init( IRenderDevice *pDevice, IDeviceContext *pContext, f ShaderCreationAttribs CreationAttrs; BasicShaderSourceStreamFactory BasicSSSFactory; CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; - CreationAttrs.Desc.TargetProfile = bUseOpenGL ? SHADER_PROFILE_GL_4_2 : SHADER_PROFILE_DX_5_0; + CreationAttrs.Desc.TargetProfile = bUseGLSL ? SHADER_PROFILE_GL_4_2 : SHADER_PROFILE_DX_5_0; RefCntAutoPtr<Diligent::IShader> pVSInst, pPS; { - CreationAttrs.FilePath = bUseOpenGL ? "Shaders\\minimalInstGL.vsh" : "Shaders\\minimalInstDX.vsh"; + CreationAttrs.FilePath = bUseGLSL ? "Shaders\\minimalInstGL.vsh" : "Shaders\\minimalInstDX.vsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; m_pRenderDevice->CreateShader( CreationAttrs, &pVSInst ); } { - CreationAttrs.FilePath = bUseOpenGL ? "Shaders\\minimalGL.psh" : "Shaders\\minimalDX.psh"; + CreationAttrs.FilePath = bUseGLSL ? "Shaders\\minimalGL.psh" : "Shaders\\minimalDX.psh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; m_pRenderDevice->CreateShader( CreationAttrs, &pPS ); } |
