From cc6c4bac6b4e05994ba2bbb4441514eb899ee670 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Sat, 1 Dec 2018 10:46:24 -0800 Subject: Added state transition mode to ClearRenderTarget() --- Tests/TestApp/src/TestApp.cpp | 6 +++--- Tests/TestApp/src/TestSeparateTextureSampler.cpp | 2 +- Tests/TestApp/src/TestShaderResourceLayout.cpp | 2 +- Tests/TestApp/src/TestShaderVarAccess.cpp | 2 +- 4 files changed, 6 insertions(+), 6 deletions(-) (limited to 'Tests/TestApp/src') diff --git a/Tests/TestApp/src/TestApp.cpp b/Tests/TestApp/src/TestApp.cpp index 0c05ae3..01eb2ae 100644 --- a/Tests/TestApp/src/TestApp.cpp +++ b/Tests/TestApp/src/TestApp.cpp @@ -524,7 +524,7 @@ void TestApp::InitializeRenderers() m_pImmediateContext->SetRenderTargets(0, nullptr, nullptr, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); float ClearColor[] = {0.1f, 0.2f, 0.4f, 1.0f}; - m_pImmediateContext->ClearRenderTarget(nullptr, ClearColor); + m_pImmediateContext->ClearRenderTarget(nullptr, ClearColor, CLEAR_RENDER_TARGET_VERIFY_STATE); DrawAttribs DrawAttrs; DrawAttrs.NumVertices = 3; DrawAttrs.Flags = DRAW_FLAG_TRANSITION_VERTEX_BUFFERS; @@ -532,7 +532,7 @@ void TestApp::InitializeRenderers() // This adds transition barrier for pTex1 m_pImmediateContext->SetRenderTargets(1, pRTVs, pDSV, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); - m_pImmediateContext->ClearRenderTarget(pRTVs[0], ClearColor); + m_pImmediateContext->ClearRenderTarget(pRTVs[0], ClearColor, CLEAR_RENDER_TARGET_VERIFY_STATE); m_pImmediateContext->ClearDepthStencil(pDSV, CLEAR_DEPTH_FLAG); // Generate draw command to the bound render target m_pImmediateContext->Draw(DrawAttrs); @@ -632,7 +632,7 @@ void TestApp::Render() { m_pImmediateContext->SetRenderTargets(0, nullptr, nullptr, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); float ClearColor[] = {0.1f, 0.2f, 0.4f, 1.0f}; - m_pImmediateContext->ClearRenderTarget(nullptr, ClearColor); + m_pImmediateContext->ClearRenderTarget(nullptr, ClearColor, CLEAR_RENDER_TARGET_VERIFY_STATE); m_pImmediateContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); double dCurrTime = m_CurrTime; diff --git a/Tests/TestApp/src/TestSeparateTextureSampler.cpp b/Tests/TestApp/src/TestSeparateTextureSampler.cpp index d1df07e..989fa05 100644 --- a/Tests/TestApp/src/TestSeparateTextureSampler.cpp +++ b/Tests/TestApp/src/TestSeparateTextureSampler.cpp @@ -153,7 +153,7 @@ TestSeparateTextureSampler::TestSeparateTextureSampler(IRenderDevice *pDevice, I ITextureView* pRTV[] = {pRenderTarget->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET)}; pContext->SetRenderTargets(1, pRTV, nullptr, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); float Zero[4] = {}; - pContext->ClearRenderTarget(pRTV[0], Zero); + pContext->ClearRenderTarget(pRTV[0], Zero, CLEAR_RENDER_TARGET_VERIFY_STATE); pContext->SetPipelineState(pPSO); pContext->CommitShaderResources(pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); DrawAttribs DrawAttrs; diff --git a/Tests/TestApp/src/TestShaderResourceLayout.cpp b/Tests/TestApp/src/TestShaderResourceLayout.cpp index 0448931..85cedf2 100644 --- a/Tests/TestApp/src/TestShaderResourceLayout.cpp +++ b/Tests/TestApp/src/TestShaderResourceLayout.cpp @@ -87,7 +87,7 @@ TestShaderResourceLayout::TestShaderResourceLayout( IRenderDevice *pDevice, IDev auto *pRTV = pRenderTarget->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET); m_pDeviceContext->SetRenderTargets(1, &pRTV, nullptr, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); float Zero[4] = {}; - m_pDeviceContext->ClearRenderTarget(pRTV, Zero); + m_pDeviceContext->ClearRenderTarget(pRTV, Zero, CLEAR_RENDER_TARGET_VERIFY_STATE); BufferDesc BuffDesc; BuffDesc.uiSizeInBytes = 1024; diff --git a/Tests/TestApp/src/TestShaderVarAccess.cpp b/Tests/TestApp/src/TestShaderVarAccess.cpp index 4b571f6..dce6440 100644 --- a/Tests/TestApp/src/TestShaderVarAccess.cpp +++ b/Tests/TestApp/src/TestShaderVarAccess.cpp @@ -554,7 +554,7 @@ TestShaderVarAccess::TestShaderVarAccess( IRenderDevice *pDevice, IDeviceContext m_pDeviceContext->SetRenderTargets(1, &pRTV, pDSV, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); float Zero[4] = {}; - m_pDeviceContext->ClearRenderTarget(pRTV, Zero); + m_pDeviceContext->ClearRenderTarget(pRTV, Zero, CLEAR_RENDER_TARGET_VERIFY_STATE); m_pDeviceContext->ClearDepthStencil(pDSV, CLEAR_DEPTH_FLAG); pContext->CommitShaderResources(pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); -- cgit v1.2.3