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| author | Egor Yusov <egor.yusov@gmail.com> | 2019-04-06 16:29:50 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2019-04-06 16:29:50 +0000 |
| commit | ea0c5eacdd91a1c17502eb2ba36093ac054572ce (patch) | |
| tree | 827f3dc2613ecd5138126fd7cd22d850c42c7c9d /Tests/TestApp/src/TestDrawCommands.cpp | |
| parent | Refactored overloaded IPipelineState::GetStaticShaderVariable and IShaderReso... (diff) | |
| download | DiligentEngine-ea0c5eacdd91a1c17502eb2ba36093ac054572ce.tar.gz DiligentEngine-ea0c5eacdd91a1c17502eb2ba36093ac054572ce.zip | |
Updated API version to 240021
Diffstat (limited to 'Tests/TestApp/src/TestDrawCommands.cpp')
| -rw-r--r-- | Tests/TestApp/src/TestDrawCommands.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Tests/TestApp/src/TestDrawCommands.cpp b/Tests/TestApp/src/TestDrawCommands.cpp index 662c24a..809ad73 100644 --- a/Tests/TestApp/src/TestDrawCommands.cpp +++ b/Tests/TestApp/src/TestDrawCommands.cpp @@ -27,11 +27,10 @@ #include "pch.h" #include "TestDrawCommands.h" #include "MapHelper.h" -#include "BasicShaderSourceStreamFactory.h" using namespace Diligent; -void TestDrawCommands::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceContext, ISwapChain *pSwapChain, float fMinXCoord, float fMinYCoord, float fXExtent, float fYExtent ) +void TestDrawCommands::Init(IRenderDevice *pDevice, IDeviceContext *pDeviceContext, ISwapChain *pSwapChain, float fMinXCoord, float fMinYCoord, float fXExtent, float fYExtent ) { m_pRenderDevice = pDevice; m_pDeviceContext = pDeviceContext; @@ -157,8 +156,9 @@ void TestDrawCommands::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceCont ShaderCreateInfo CreationAttrs; - BasicShaderSourceStreamFactory BasicSSSFactory; - CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; + RefCntAutoPtr<IShaderSourceInputStreamFactory> pShaderSourceFactory; + pDevice->GetEngineFactory()->CreateDefaultShaderSourceStreamFactory(nullptr, &pShaderSourceFactory); + CreationAttrs.pShaderSourceStreamFactory = pShaderSourceFactory; CreationAttrs.Desc.TargetProfile = bUseGLSL ? SHADER_PROFILE_GL_4_2 : SHADER_PROFILE_DX_5_0; CreationAttrs.UseCombinedTextureSamplers = true; |
