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-rw-r--r--Tests/TestApp/src/TestDrawCommands.cpp10
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 );
}