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-rw-r--r--Tests/TestApp/assets/TestRenderScripts.lua220
1 files changed, 0 insertions, 220 deletions
diff --git a/Tests/TestApp/assets/TestRenderScripts.lua b/Tests/TestApp/assets/TestRenderScripts.lua
deleted file mode 100644
index bce79ae..0000000
--- a/Tests/TestApp/assets/TestRenderScripts.lua
+++ /dev/null
@@ -1,220 +0,0 @@
--- Test render scripts
-
-TestSampler = Sampler.Create{
- Name = "Test Sampler",
- MinFilter = "FILTER_TYPE_POINT",
- MagFilter = "FILTER_TYPE_LINEAR",
- MipFilter = "FILTER_TYPE_POINT",
- AddressU = "TEXTURE_ADDRESS_WRAP",
- AddressV = "TEXTURE_ADDRESS_MIRROR",
- AddressW = "TEXTURE_ADDRESS_CLAMP",
- MipLODBias = 2,
- MinLOD = 0.4,
- MaxLOD = 10,
- MaxAnisotropy = 6,
- ComparisonFunc = "COMPARISON_FUNC_GREATER_EQUAL",
- BorderColor = {r = 0.0, g = 0.0, b=0.0, a=1.0},
-}
-
-ErrorTestSampler = Sampler.Create
-{
- SomeUndefinedMember = Undefined,
- MinFilter = Undefined2
-}
-
-function GetShaderPath( ShaderName, ShaderExt )
-
- local ProcessedShaderPath = ""
- if Constants.DeviceType == "D3D11" or Constants.DeviceType == "D3D12" then
- ProcessedShaderPath = "Shaders\\" .. ShaderName .. "DX." .. ShaderExt
- else
- ProcessedShaderPath = "Shaders\\" .. ShaderName .. "GL." .. ShaderExt
- end
-
- return ProcessedShaderPath
-end
-
-MinimalVS = Shader.Create{
- FilePath = GetShaderPath("minimal", "vsh"),
- UseCombinedTextureSamplers = true,
- Desc = {
- ShaderType = "SHADER_TYPE_VERTEX",
- Name = "MinimalVS"
- }
-}
-
-MinimalInstVS = Shader.Create{
- FilePath = GetShaderPath("minimalInst", "vsh"),
- UseCombinedTextureSamplers = true,
- Desc = {
- ShaderType = "SHADER_TYPE_VERTEX",
- Name = "MinimalInstVS"
- }
-}
-
-UniformBufferPS = Shader.Create{
- FilePath = GetShaderPath("UniformBuffer", "psh"),
- UseCombinedTextureSamplers = true,
- Desc = {
- ShaderType = "SHADER_TYPE_PIXEL",
- Name = "UniformBufferPS"
- }
-}
-
-PSO = PipelineState.Create
-{
- Name = "Pipeline State",
- GraphicsPipeline =
- {
- DepthStencilDesc =
- {
- DepthEnable = false
- },
- RasterizerDesc =
- {
- CullMode = "CULL_MODE_NONE"
- },
- BlendDesc =
- {
- IndependentBlendEnable = false,
- RenderTargets = { {BlendEnable = false} }
- },
- InputLayout =
- {
- { InputIndex = 0, BufferSlot = 0, NumComponents = 3, ValueType = "VT_FLOAT32", IsNormalized = false},
- { InputIndex = 1, BufferSlot = 1, NumComponents = 4, ValueType = "VT_UINT8", IsNormalized = true},
- },
- PrimitiveTopology = "PRIMITIVE_TOPOLOGY_TRIANGLE_LIST",
- pVS = MinimalVS,
- pPS = UniformBufferPS,
- RTVFormats = extBackBufferFormat,
- DSVFormat = extDepthBufferFormat
- },
- SRBAllocationGranularity = 16
-}
-
-SRB = PSO:CreateShaderResourceBinding()
-SRB1 = PSO:CreateShaderResourceBinding()
-SRB2 = PSO:CreateShaderResourceBinding()
-SRB3 = PSO:CreateShaderResourceBinding()
-
-PSOInst = PipelineState.Create
-{
- Name = "Pipeline State",
- GraphicsPipeline =
- {
- DepthStencilDesc =
- {
- DepthEnable = false
- },
- RasterizerDesc =
- {
- CullMode = "CULL_MODE_NONE"
- },
- BlendDesc =
- {
- IndependentBlendEnable = false,
- RenderTargets = { {BlendEnable = false} }
- },
- InputLayout =
- {
- { InputIndex = 0, BufferSlot = 0, NumComponents = 3, ValueType = "VT_FLOAT32", IsNormalized = false, Stride = 4*3},
- { InputIndex = 1, BufferSlot = 1, NumComponents = 4, ValueType = "VT_UINT8", IsNormalized = true, Stride = 4*1},
- { InputIndex = 2, BufferSlot = 2, NumComponents = 2, ValueType = "VT_FLOAT32", IsNormalized = false, Frequency = "FREQUENCY_PER_INSTANCE"},
- },
- PrimitiveTopology = "PRIMITIVE_TOPOLOGY_TRIANGLE_LIST",
- pVS = MinimalInstVS,
- pPS = UniformBufferPS,
- RTVFormats = extBackBufferFormat,
- DSVFormat = extDepthBufferFormat
- }
-}
-SRBInst = PSOInst:CreateShaderResourceBinding()
-
-VertexBuffer1 = Buffer.Create(
- { BindFlags = "BIND_VERTEX_BUFFER" },
- "VT_FLOAT32",
- {-1.0, 3.0, 0.0,
- 3.0, -1.0, 0.0,
- -1.0, -1.0, 0.0}
-)
-
-VertexBuffer2 = Buffer.Create(
- { BindFlags = "BIND_VERTEX_BUFFER" },
- "VT_FLOAT32",
- {0.0, 0.0, 0.0,
- 0.0,-0.2, 0.0,
- 0.2, 0.0, 0.0}
-)
-
-ColorsBuffer1 = Buffer.Create(
- { BindFlags = "BIND_VERTEX_BUFFER" },
- "VT_UINT8",
- {127, 0, 0, 0,
- 0, 127, 0, 0,
- 0, 0, 127, 0}
-)
-
-ColorsBuffer2 = Buffer.Create(
- { BindFlags = "BIND_VERTEX_BUFFER" },
- "VT_UINT8",
- {255, 255, 0, 0,
- 0, 255, 255, 0,
- 255, 0, 255, 0 }
-)
-
-InstanceBuffer = Buffer.Create(
- { BindFlags = "BIND_VERTEX_BUFFER" },
- "VT_FLOAT32",
- {-0.3, 0.0, 0.0, 0.0, 0.3, -0.3}
-)
-
-IndexBuffer = Buffer.Create(
- { BindFlags = "BIND_INDEX_BUFFER" },
- "VT_UINT32",
- {0,1,2}
-)
-
-UnfiformBuffer1 = Buffer.Create(
- { Name = "Test Uniform Buffer",
- uiSizeInBytes = 16,
- BindFlags = "BIND_UNIFORM_BUFFER", Usage = "USAGE_DYNAMIC", CPUAccessFlags = "CPU_ACCESS_WRITE" }
-)
-
-ResMapping = ResourceMapping.Create{
- {Name = "cbTestBlock", pObject = UnfiformBuffer1}
-}
-
-
-function AddConstBufferToMapping(Name, NewConstBuff)
- ResMapping[Name] = NewConstBuff
-end
-
-function BindShaderResources()
- PSO:BindStaticResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping)
- PSOInst:BindStaticResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping)
- SRB:InitializeStaticResources(PSO)
- SRBInst:InitializeStaticResources()
-end
-
-
-function DrawTris(DrawAttrs)
-
- if( DrawAttrs.NumInstances == 1 ) then
- Context.SetPipelineState(PSO)
- Context.SetVertexBuffers(0, VertexBuffer1, 0, ColorsBuffer1, 0, "RESOURCE_STATE_TRANSITION_MODE_TRANSITION", "SET_VERTEX_BUFFERS_FLAG_RESET")
- SRB:BindResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping, {"BIND_SHADER_RESOURCES_KEEP_EXISTING", "BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED", "BIND_SHADER_RESOURCES_UPDATE_ALL"})
- Context.TransitionShaderResources(PSO, SRB)
- Context.CommitShaderResources(SRB)
- Context.Draw(DrawAttrs)
- else
- Context.SetPipelineState(PSOInst)
- Context.SetVertexBuffers(0, VertexBuffer2, ColorsBuffer2, 0, InstanceBuffer, 0, "RESOURCE_STATE_TRANSITION_MODE_TRANSITION", "SET_VERTEX_BUFFERS_FLAG_RESET")
- Context.SetIndexBuffer(IndexBuffer, "RESOURCE_STATE_TRANSITION_MODE_TRANSITION")
- SRBInst:BindResources({"SHADER_TYPE_VERTEX", "SHADER_TYPE_PIXEL"}, ResMapping, {"BIND_SHADER_RESOURCES_KEEP_EXISTING", "BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED", "BIND_SHADER_RESOURCES_UPDATE_MUTABLE", "BIND_SHADER_RESOURCES_UPDATE_DYNAMIC"})
- Context.TransitionShaderResources(PSOInst, SRBInst)
- Context.CommitShaderResources(SRBInst)
- Context.Draw(DrawAttrs)
- end
-
-end