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| author | Egor Yusov <egor.yusov@gmail.com> | 2019-03-02 04:55:44 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2019-03-02 04:55:44 +0000 |
| commit | dd7847d9e2b0729799d3e953f7872719e6ab70c0 (patch) | |
| tree | 6aac246e73f61a29c6d5638d862cf698f5ae1a84 /Tests/TestApp/src/TestShaderResArrays.cpp | |
| parent | Updated Core, FX & Samples submodules (diff) | |
| download | DiligentEngine-dd7847d9e2b0729799d3e953f7872719e6ab70c0.tar.gz DiligentEngine-dd7847d9e2b0729799d3e953f7872719e6ab70c0.zip | |
Updated test to compy with the new API
Diffstat (limited to 'Tests/TestApp/src/TestShaderResArrays.cpp')
| -rw-r--r-- | Tests/TestApp/src/TestShaderResArrays.cpp | 39 |
1 files changed, 19 insertions, 20 deletions
diff --git a/Tests/TestApp/src/TestShaderResArrays.cpp b/Tests/TestApp/src/TestShaderResArrays.cpp index 9481315..8153a43 100644 --- a/Tests/TestApp/src/TestShaderResArrays.cpp +++ b/Tests/TestApp/src/TestShaderResArrays.cpp @@ -38,7 +38,7 @@ TestShaderResArrays::TestShaderResArrays(IRenderDevice *pDevice, IDeviceContext m_pRenderDevice = pDevice; m_pDeviceContext = pDeviceContext; - ShaderCreationAttribs CreationAttrs; + ShaderCreateInfo CreationAttrs; BasicShaderSourceStreamFactory BasicSSSFactory; CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; CreationAttrs.Desc.TargetProfile = SHADER_PROFILE_DX_5_0; @@ -56,29 +56,28 @@ TestShaderResArrays::TestShaderResArrays(IRenderDevice *pDevice, IDeviceContext { CreationAttrs.Desc.Name = "TestShaderResArrays: PS"; CreationAttrs.FilePath = "Shaders\\ShaderResArrayTest.psh"; - - StaticSamplerDesc StaticSampler; - StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; - StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; - StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; - StaticSampler.SamplerOrTextureName = "g_tex2DTest"; - CreationAttrs.Desc.NumStaticSamplers = 1; - CreationAttrs.Desc.StaticSamplers = &StaticSampler; CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; - ShaderVariableDesc Vars[] = - { - {"g_tex2DTest", SHADER_VARIABLE_TYPE_MUTABLE}, - {"g_tex2DTest2", SHADER_VARIABLE_TYPE_STATIC}, - {"g_tex2D", SHADER_VARIABLE_TYPE_DYNAMIC} - }; - CreationAttrs.Desc.VariableDesc = Vars; - CreationAttrs.Desc.NumVariables = _countof(Vars); - m_pRenderDevice->CreateShader( CreationAttrs, &pPS ); } PipelineStateDesc PSODesc; + StaticSamplerDesc StaticSampler; + StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; + StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; + StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; + StaticSampler.ShaderStages = SHADER_TYPE_PIXEL; + StaticSampler.SamplerOrTextureName = "g_tex2DTest"; + PSODesc.ResourceLayout.NumStaticSamplers = 1; + PSODesc.ResourceLayout.StaticSamplers = &StaticSampler; + ShaderResourceVariableDesc Vars[] = + { + {SHADER_TYPE_PIXEL, "g_tex2DTest", SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE}, + {SHADER_TYPE_PIXEL, "g_tex2DTest2", SHADER_RESOURCE_VARIABLE_TYPE_STATIC}, + {SHADER_TYPE_PIXEL, "g_tex2D", SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC} + }; + PSODesc.ResourceLayout.Variables = Vars; + PSODesc.ResourceLayout.NumVariables = _countof(Vars); PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = False; PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE; PSODesc.GraphicsPipeline.BlendDesc.IndependentBlendEnable = False; @@ -168,8 +167,8 @@ TestShaderResArrays::TestShaderResArrays(IRenderDevice *pDevice, IDeviceContext //pVS->BindResources(m_pResourceMapping, 0); IDeviceObject *ppSRVs[] = {m_pTextures[3]->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE)}; - pPS->BindResources(pResMapping, BIND_SHADER_RESOURCES_KEEP_EXISTING); - pPS->GetShaderVariable("g_tex2DTest2")->SetArray( ppSRVs, 1, 1); + m_pPSO->BindStaticResources(pResMapping, BIND_SHADER_RESOURCES_KEEP_EXISTING); + m_pPSO->GetStaticShaderVariable(SHADER_TYPE_PIXEL, "g_tex2DTest2")->SetArray( ppSRVs, 1, 1); m_pSRB->InitializeStaticResources(); m_pSRB->BindResources(SHADER_TYPE_PIXEL, pResMapping, BIND_SHADER_RESOURCES_KEEP_EXISTING | BIND_SHADER_RESOURCES_UPDATE_MUTABLE | BIND_SHADER_RESOURCES_UPDATE_DYNAMIC); |
