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authorEgor Yusov <egor.yusov@gmail.com>2019-02-09 23:06:00 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-02-09 23:06:00 +0000
commit3c8fa483a325ff3f82ba23c5fc24c7a731761d17 (patch)
tree17c541d746e474831bc923ddcb9aca7afa42e5ad /Tests/TestApp/src/TestShaderVarAccess.cpp
parentUpdated core (fixed dynamic heap master block counting issue). (diff)
downloadDiligentEngine-3c8fa483a325ff3f82ba23c5fc24c7a731761d17.tar.gz
DiligentEngine-3c8fa483a325ff3f82ba23c5fc24c7a731761d17.zip
Replaced reference to initial data parameter with pointer in CreateTexture and CreateBuffer methods; updated light scattering implementation to not use lua
Diffstat (limited to 'Tests/TestApp/src/TestShaderVarAccess.cpp')
-rw-r--r--Tests/TestApp/src/TestShaderVarAccess.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/Tests/TestApp/src/TestShaderVarAccess.cpp b/Tests/TestApp/src/TestShaderVarAccess.cpp
index d65ba10..3d30a26 100644
--- a/Tests/TestApp/src/TestShaderVarAccess.cpp
+++ b/Tests/TestApp/src/TestShaderVarAccess.cpp
@@ -62,7 +62,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
IDeviceObject *pSRVs[2];
for(size_t i=0; i < _countof(pSRVs); ++i)
{
- pDevice->CreateTexture(TexDesc, TextureData{}, &(pTex[i]));
+ pDevice->CreateTexture(TexDesc, nullptr, &(pTex[i]));
auto *pSRV = pTex[i]->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE);
pSRV->SetSampler(pSamplers[i]);
pSRVs[i] = pSRV;
@@ -75,7 +75,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
TexDesc.Format = TEX_FORMAT_RGBA32_FLOAT;
for(size_t i=0; i < _countof(pRWTex); ++i)
{
- pDevice->CreateTexture(TexDesc, TextureData{}, &(pRWTex[i]));
+ pDevice->CreateTexture(TexDesc, nullptr, &(pRWTex[i]));
pTexUAVs[i] = pRWTex[i]->GetDefaultView(TEXTURE_VIEW_UNORDERED_ACCESS);
pRWTexSRVs[i] = pRWTex[i]->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE);
}
@@ -92,13 +92,13 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
TexDesc.Format = pSwapChain->GetDesc().ColorBufferFormat;
TexDesc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE;
RefCntAutoPtr<ITexture> pRenderTarget;
- pDevice->CreateTexture(TexDesc, TextureData{}, &pRenderTarget);
+ pDevice->CreateTexture(TexDesc, nullptr, &pRenderTarget);
auto *pRTV = pRenderTarget->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET);
TexDesc.Format = pSwapChain->GetDesc().DepthBufferFormat;
TexDesc.BindFlags = BIND_DEPTH_STENCIL;
RefCntAutoPtr<ITexture> pDepthTex;
- pDevice->CreateTexture(TexDesc, TextureData{}, &pDepthTex);
+ pDevice->CreateTexture(TexDesc, nullptr, &pDepthTex);
auto *pDSV = pDepthTex->GetDefaultView(TEXTURE_VIEW_DEPTH_STENCIL);
BufferDesc BuffDesc;
@@ -108,7 +108,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
IDeviceObject *pUBs[2];
for (int i = 0; i < _countof(pUniformBuffs); ++i)
{
- pDevice->CreateBuffer(BuffDesc, BufferData{}, &(pUniformBuffs[i]));
+ pDevice->CreateBuffer(BuffDesc, nullptr, &(pUniformBuffs[i]));
pUBs[i] = pUniformBuffs[i];
}
@@ -135,7 +135,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
TxlBuffDesc.Usage = USAGE_DEFAULT;
TxlBuffDesc.ElementByteStride = 16;
TxlBuffDesc.Mode = BUFFER_MODE_FORMATTED;
- pDevice->CreateBuffer(TxlBuffDesc, BufferData{}, &pFormattedBuff0);
+ pDevice->CreateBuffer(TxlBuffDesc, nullptr, &pFormattedBuff0);
Diligent::BufferViewDesc ViewDesc;
ViewDesc.ViewType = BUFFER_VIEW_SHADER_RESOURCE;
@@ -149,7 +149,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
{
TxlBuffDesc.Name = "UAV buffer test";
TxlBuffDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
- pDevice->CreateBuffer(TxlBuffDesc, BufferData{}, &(pFormattedBuff[i]));
+ pDevice->CreateBuffer(TxlBuffDesc, nullptr, &(pFormattedBuff[i]));
ViewDesc.ViewType = BUFFER_VIEW_UNORDERED_ACCESS;
pFormattedBuff[i]->CreateView(ViewDesc, &(spFormattedBuffUAV[i]));
@@ -165,7 +165,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
for(size_t i=0; i < _countof(pRawBuff); ++i)
{
TxlBuffDesc.Name = "Raw buffer test";
- pDevice->CreateBuffer(TxlBuffDesc, BufferData{}, &(pRawBuff[i]));
+ pDevice->CreateBuffer(TxlBuffDesc, nullptr, &(pRawBuff[i]));
spRawBuffUAV[i] = pRawBuff[i]->GetDefaultView(BUFFER_VIEW_UNORDERED_ACCESS);
spRawBuffSRVs[i] = pRawBuff[i]->GetDefaultView(BUFFER_VIEW_SHADER_RESOURCE);
}
@@ -264,10 +264,10 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext
}
}
- VarDesc.emplace_back( "g_rwtex2D_Mut", SHADER_VARIABLE_TYPE_MUTABLE );
- VarDesc.emplace_back( "g_rwtex2D_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC );
- VarDesc.emplace_back( "g_rwBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE );
- VarDesc.emplace_back( "g_rwBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC );
+ VarDesc.emplace_back( ShaderVariableDesc{"g_rwtex2D_Mut", SHADER_VARIABLE_TYPE_MUTABLE} );
+ VarDesc.emplace_back( ShaderVariableDesc{"g_rwtex2D_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC} );
+ VarDesc.emplace_back( ShaderVariableDesc{"g_rwBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE} );
+ VarDesc.emplace_back( ShaderVariableDesc{"g_rwBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC} );
RefCntAutoPtr<IShader> pPS;
{