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authorEgor Yusov <egor.yusov@gmail.com>2018-05-29 01:09:48 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-05-29 01:09:48 +0000
commitcd27f5affb46c349987902aa31014500d5fbef79 (patch)
tree79c39c72242c9d08a250dd35412b036f4485224a /Tests/TestApp/src/TestBufferAccess.cpp
parentUpdated shader resource layout test (diff)
downloadDiligentEngine-cd27f5affb46c349987902aa31014500d5fbef79.tar.gz
DiligentEngine-cd27f5affb46c349987902aa31014500d5fbef79.zip
Updated multiple tests
Diffstat (limited to 'Tests/TestApp/src/TestBufferAccess.cpp')
-rw-r--r--Tests/TestApp/src/TestBufferAccess.cpp8
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 );
}