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authorEgor Yusov <egor.yusov@gmail.com>2018-05-07 15:25:35 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-05-07 15:25:35 +0000
commit5ad9be30fe2e3bceca2d5b1f00afd35a7ced67a8 (patch)
treeb406a1ab31a450d64457668ccf92aa31541b198e /Tests/TestApp/src/TestShaderResourceLayout.cpp
parentUpdated core submodule (diff)
downloadDiligentEngine-5ad9be30fe2e3bceca2d5b1f00afd35a7ced67a8.tar.gz
DiligentEngine-5ad9be30fe2e3bceca2d5b1f00afd35a7ced67a8.zip
Test app: added shader resource layout initialization test; updated gl shaders
Diffstat (limited to 'Tests/TestApp/src/TestShaderResourceLayout.cpp')
-rw-r--r--Tests/TestApp/src/TestShaderResourceLayout.cpp101
1 files changed, 101 insertions, 0 deletions
diff --git a/Tests/TestApp/src/TestShaderResourceLayout.cpp b/Tests/TestApp/src/TestShaderResourceLayout.cpp
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+/* Copyright 2015-2018 Egor Yusov
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
+ *
+ * In no event and under no legal theory, whether in tort (including negligence),
+ * contract, or otherwise, unless required by applicable law (such as deliberate
+ * and grossly negligent acts) or agreed to in writing, shall any Contributor be
+ * liable for any damages, including any direct, indirect, special, incidental,
+ * or consequential damages of any character arising as a result of this License or
+ * out of the use or inability to use the software (including but not limited to damages
+ * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
+ * all other commercial damages or losses), even if such Contributor has been advised
+ * of the possibility of such damages.
+ */
+
+// EngineSandbox.cpp : Defines the entry point for the application.
+//
+
+#include "pch.h"
+#include "TestShaderResourceLayout.h"
+#include "BasicShaderSourceStreamFactory.h"
+
+using namespace Diligent;
+
+TestShaderResourceLayout::TestShaderResourceLayout( IRenderDevice *pDevice, IDeviceContext *pContext ) :
+ UnitTestBase("Shader resource layout initialization test"),
+ m_pDeviceContext(pContext)
+{
+ ShaderCreationAttribs CreationAttrs;
+ BasicShaderSourceStreamFactory BasicSSSFactory("Shaders");
+ CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory;
+ CreationAttrs.EntryPoint = "main";
+
+ RefCntAutoPtr<IShader> pVS;
+ if(pDevice->GetDeviceCaps().DevType == DeviceType::Vulkan)
+ {
+ CreationAttrs.Desc.Name = "Shader resource layout test VS";
+ CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX;
+ CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL;
+ CreationAttrs.FilePath = "Shaders\\ShaderResLayoutTestGL.vsh";
+ ShaderVariableDesc VarDesc[] =
+ {
+ { "g_tex2D_Static", SHADER_VARIABLE_TYPE_STATIC },
+ { "g_tex2D_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "g_tex2D_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "g_tex2DArr_Static", SHADER_VARIABLE_TYPE_STATIC },
+ { "g_tex2DArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "g_tex2DArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "UniformBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "UniformBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "UniformBuffArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "UniformBuffArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "storageBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "storageBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "storageBuffArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "storageBuffArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "g_tex2DStorageImgArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE },
+ { "g_tex2DStorageImgArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC },
+ { "g_tex2DNoResourceTest", SHADER_VARIABLE_TYPE_DYNAMIC }
+ };
+ CreationAttrs.Desc.VariableDesc = VarDesc;
+ CreationAttrs.Desc.NumVariables = _countof(VarDesc);
+
+ pDevice->CreateShader(CreationAttrs, &pVS);
+ VERIFY_EXPR(pVS);
+ }
+
+ RefCntAutoPtr<IShader> pPS;
+ if (pDevice->GetDeviceCaps().DevType == DeviceType::Vulkan)
+ {
+ CreationAttrs.Desc.Name = "Shader resource layout test FS";
+ CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL;
+ CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL;
+ CreationAttrs.FilePath = "Shaders\\ShaderResLayoutTestGL.psh";
+ pDevice->CreateShader(CreationAttrs, &pPS);
+ VERIFY_EXPR(pPS);
+ }
+
+ PipelineStateDesc PSODesc;
+ PSODesc.Name = "Shader resource layout test";
+ PSODesc.GraphicsPipeline.pVS = pVS;
+ PSODesc.GraphicsPipeline.pPS = pPS;
+ PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+ PSODesc.GraphicsPipeline.NumRenderTargets = 1;
+ PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM;
+ PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT;
+
+ RefCntAutoPtr<IPipelineState> pTestPSO;
+ pDevice->CreatePipelineState(PSODesc, &pTestPSO);
+ VERIFY_EXPR(pTestPSO);
+
+ SetStatus(TestResult::Succeeded);
+}