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| author | Egor Yusov <egor.yusov@gmail.com> | 2018-05-07 15:25:35 +0000 |
|---|---|---|
| committer | Egor Yusov <egor.yusov@gmail.com> | 2018-05-07 15:25:35 +0000 |
| commit | 5ad9be30fe2e3bceca2d5b1f00afd35a7ced67a8 (patch) | |
| tree | b406a1ab31a450d64457668ccf92aa31541b198e /Tests/TestApp/src/TestShaderResourceLayout.cpp | |
| parent | Updated core submodule (diff) | |
| download | DiligentEngine-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.cpp | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/Tests/TestApp/src/TestShaderResourceLayout.cpp b/Tests/TestApp/src/TestShaderResourceLayout.cpp new file mode 100644 index 0000000..d5b7954 --- /dev/null +++ b/Tests/TestApp/src/TestShaderResourceLayout.cpp @@ -0,0 +1,101 @@ +/* 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); +} |
