diff options
Diffstat (limited to 'Tests/TestApp/assets/TestRenderScripts.lua')
| -rw-r--r-- | Tests/TestApp/assets/TestRenderScripts.lua | 220 |
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 |
