diff options
Diffstat (limited to 'Tests/TestApp/src/TestDrawCommands.cpp')
| -rw-r--r-- | Tests/TestApp/src/TestDrawCommands.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Tests/TestApp/src/TestDrawCommands.cpp b/Tests/TestApp/src/TestDrawCommands.cpp index 59e5a31..82bb2ee 100644 --- a/Tests/TestApp/src/TestDrawCommands.cpp +++ b/Tests/TestApp/src/TestDrawCommands.cpp @@ -37,7 +37,7 @@ void TestDrawCommands::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceCont m_pDeviceContext = pDeviceContext; auto DevType = m_pRenderDevice->GetDeviceCaps().DevType; - bool bUseOpenGL = DevType == DeviceType::OpenGL || DevType == DeviceType::OpenGLES; + bool bUseGLSL = DevType == DeviceType::OpenGL || DevType == DeviceType::OpenGLES || DevType == DeviceType::Vulkan; std::vector<float> VertexData; std::vector<float> VertexData2; @@ -155,23 +155,23 @@ void TestDrawCommands::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceCont ShaderCreationAttribs CreationAttrs; BasicShaderSourceStreamFactory BasicSSSFactory; CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; - CreationAttrs.Desc.TargetProfile = bUseOpenGL ? SHADER_PROFILE_GL_4_2 : SHADER_PROFILE_DX_5_0; + CreationAttrs.Desc.TargetProfile = bUseGLSL ? SHADER_PROFILE_GL_4_2 : SHADER_PROFILE_DX_5_0; RefCntAutoPtr<IShader> pVS, pVSInst, pPS; { - CreationAttrs.FilePath = bUseOpenGL ? "Shaders\\minimalGL.vsh" : "Shaders\\minimalDX.vsh"; + CreationAttrs.FilePath = bUseGLSL ? "Shaders\\minimalGL.vsh" : "Shaders\\minimalDX.vsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; m_pRenderDevice->CreateShader( CreationAttrs, &pVS ); } { - CreationAttrs.FilePath = bUseOpenGL ? "Shaders\\minimalInstGL.vsh" : "Shaders\\minimalInstDX.vsh"; + CreationAttrs.FilePath = bUseGLSL ? "Shaders\\minimalInstGL.vsh" : "Shaders\\minimalInstDX.vsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; m_pRenderDevice->CreateShader( CreationAttrs, &pVSInst ); } { - CreationAttrs.FilePath = bUseOpenGL ? "Shaders\\minimalGL.psh" : "Shaders\\minimalDX.psh"; + CreationAttrs.FilePath = bUseGLSL ? "Shaders\\minimalGL.psh" : "Shaders\\minimalDX.psh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; m_pRenderDevice->CreateShader( CreationAttrs, &pPS ); } |
