From 5ad9be30fe2e3bceca2d5b1f00afd35a7ced67a8 Mon Sep 17 00:00:00 2001 From: Egor Yusov Date: Mon, 7 May 2018 08:25:35 -0700 Subject: Test app: added shader resource layout initialization test; updated gl shaders --- .../assets/Shaders/RTTest/BlendTexturesPS_GL.glsl | 2 +- .../assets/Shaders/ShaderResLayoutTestGL.psh | 101 +++++++++++++++++++ .../assets/Shaders/ShaderResLayoutTestGL.vsh | 112 +++++++++++++++++++++ Tests/TestApp/assets/Shaders/SpriteGL.psh | 2 +- Tests/TestApp/assets/Shaders/TextureIntTestGL.psh | 2 +- Tests/TestApp/assets/Shaders/TextureTestGL.psh | 2 +- Tests/TestApp/assets/Shaders/UniformBufferGL.psh | 2 +- Tests/TestApp/assets/Shaders/minimalGL.psh | 4 +- Tests/TestApp/assets/TestComputeShaders.lua | 4 +- Tests/TestApp/include/TestShaderResourceLayout.h | 35 +++++++ Tests/TestApp/src/TestShaderResourceLayout.cpp | 101 +++++++++++++++++++ 11 files changed, 358 insertions(+), 9 deletions(-) create mode 100644 Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.psh create mode 100644 Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.vsh create mode 100644 Tests/TestApp/include/TestShaderResourceLayout.h create mode 100644 Tests/TestApp/src/TestShaderResourceLayout.cpp (limited to 'Tests/TestApp') diff --git a/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl b/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl index e90ff5c..2139000 100644 --- a/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl +++ b/Tests/TestApp/assets/Shaders/RTTest/BlendTexturesPS_GL.glsl @@ -5,7 +5,7 @@ uniform sampler2D g_tex2DTest2; layout(location = 1)in vec2 ex_UV; -out vec4 out_Color; +layout(location = 0) out vec4 out_Color; void main() { diff --git a/Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.psh b/Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.psh new file mode 100644 index 0000000..3d93044 --- /dev/null +++ b/Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.psh @@ -0,0 +1,101 @@ +// Fragment Shader – file "minimal.frag" + +uniform sampler2D g_tex2D_Static; +uniform sampler2D g_tex2DArr_Static[2]; +uniform sampler2D g_tex2D_Mut; +uniform sampler2D g_tex2DArr_Mut[3]; +uniform sampler2D g_tex2D_Dyn; +uniform sampler2D g_tex2DArr_Dyn[4]; + +uniform UniformBuff_Stat +{ + vec2 UV; +}g_UniformBuff_Stat; + +uniform UniformBuffArr_Stat +{ + vec2 UV; +}g_UniformBuffArr_Stat[2]; + +uniform UniformBuff_Dyn +{ + vec2 UV; +}g_UniformBuff_Dyn; + +uniform UniformBuffArr_Dyn +{ + vec2 UV; +}g_UniformBuffArr_Dyn[4]; + +uniform UniformBuff_Mut +{ + vec2 UV; +}g_UniformBuff_Mut; + +uniform UniformBuffArr_Mut +{ + vec2 UV; +}g_UniformBuffArr_Mut[3]; + +layout(std140) buffer storageBuff_Static +{ + vec4 UV[]; +}g_StorageBuff_Stat; + +layout(std140) buffer storageBuffArr_Static +{ + vec4 UV[]; +}g_StorageBuffArr_Stat[2]; + +layout(std140) buffer storageBuff_Dyn +{ + vec4 UV[]; +}g_StorageBuff_Dyn; + +layout(std140) buffer storageBuffArr_Dyn +{ + vec4 UV[]; +}g_StorageBuffArr_Dyn[4]; + +layout(std140) buffer storageBuff_Mut +{ + vec4 UV[]; +}g_StorageBuff_Mut; + +layout(std140) buffer storageBuffArr_Mut +{ + vec4 UV[]; +}g_StorageBuffArr_Mut[3]; + +layout(rgba8) uniform writeonly image2D g_tex2DStorageImg_Stat; +layout(rgba8) uniform writeonly image2D g_tex2DStorageImgArr_Mut[2]; +layout(rgba8) uniform writeonly image2D g_tex2DStorageImgArr_Dyn[2]; + +layout(location = 0)in vec4 in_Color; +layout(location = 0)out vec4 out_Color; + +void main(void) +{ + out_Color = in_Color; + + out_Color += textureLod(g_tex2D_Static, g_UniformBuff_Stat.UV + g_StorageBuff_Stat.UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Static[0], g_UniformBuffArr_Stat[0].UV + g_StorageBuffArr_Stat[0].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Static[1], g_UniformBuffArr_Stat[1].UV + g_StorageBuffArr_Stat[1].UV[0].xy, 0.0); + + out_Color += textureLod(g_tex2D_Mut, g_UniformBuff_Mut.UV + g_StorageBuff_Mut.UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Mut[0], g_UniformBuffArr_Mut[0].UV + g_StorageBuffArr_Mut[0].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Mut[1], g_UniformBuffArr_Mut[1].UV + g_StorageBuffArr_Mut[1].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Mut[2], g_UniformBuffArr_Mut[2].UV + g_StorageBuffArr_Mut[2].UV[0].xy, 0.0); + + out_Color += textureLod(g_tex2D_Dyn, g_UniformBuff_Dyn.UV + g_StorageBuff_Dyn.UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[0], g_UniformBuffArr_Dyn[0].UV + g_StorageBuffArr_Dyn[0].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[1], g_UniformBuffArr_Dyn[1].UV + g_StorageBuffArr_Dyn[1].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[2], g_UniformBuffArr_Dyn[2].UV + g_StorageBuffArr_Dyn[2].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[3], g_UniformBuffArr_Dyn[3].UV + g_StorageBuffArr_Dyn[3].UV[0].xy, 0.0); + + imageStore(g_tex2DStorageImg_Stat, ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Mut[0], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Mut[1], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Dyn[0], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Dyn[1], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); +} diff --git a/Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.vsh b/Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.vsh new file mode 100644 index 0000000..441bf59 --- /dev/null +++ b/Tests/TestApp/assets/Shaders/ShaderResLayoutTestGL.vsh @@ -0,0 +1,112 @@ + +uniform sampler2D g_tex2D_Static; +uniform sampler2D g_tex2DArr_Static[2]; +uniform sampler2D g_tex2D_Mut; +uniform sampler2D g_tex2DArr_Mut[3]; +uniform sampler2D g_tex2D_Dyn; +uniform sampler2D g_tex2DArr_Dyn[4]; + +uniform UniformBuff_Stat +{ + vec2 UV; +}g_UniformBuff_Stat; + +uniform UniformBuffArr_Stat +{ + vec2 UV; +}g_UniformBuffArr_Stat[2]; + +uniform UniformBuff_Dyn +{ + vec2 UV; +}g_UniformBuff_Dyn; + +uniform UniformBuffArr_Dyn +{ + vec2 UV; +}g_UniformBuffArr_Dyn[4]; + +uniform UniformBuff_Mut +{ + vec2 UV; +}g_UniformBuff_Mut; + +uniform UniformBuffArr_Mut +{ + vec2 UV; +}g_UniformBuffArr_Mut[3]; + +layout(std140) buffer storageBuff_Static +{ + vec4 UV[]; +}g_StorageBuff_Stat; + +layout(std140) buffer storageBuffArr_Static +{ + vec4 UV[]; +}g_StorageBuffArr_Stat[2]; + +layout(std140) buffer storageBuff_Dyn +{ + vec4 UV[]; +}g_StorageBuff_Dyn; + +layout(std140) buffer storageBuffArr_Dyn +{ + vec4 UV[]; +}g_StorageBuffArr_Dyn[4]; + +layout(std140) buffer storageBuff_Mut +{ + vec4 UV[]; +}g_StorageBuff_Mut; + +layout(std140) buffer storageBuffArr_Mut +{ + vec4 UV[]; +}g_StorageBuffArr_Mut[3]; + +layout(rgba8) uniform writeonly image2D g_tex2DStorageImg_Stat; +layout(rgba8) uniform writeonly image2D g_tex2DStorageImgArr_Mut[2]; +layout(rgba8) uniform writeonly image2D g_tex2DStorageImgArr_Dyn[2]; + +layout(location = 0) out vec4 out_Color; + +//To use any built-in input or output in the gl_PerVertex and +//gl_PerFragment blocks in separable program objects, shader code must +//redeclare those blocks prior to use. +// +// Declaring this block causes compilation error on NVidia GLES +#ifndef GL_ES +out gl_PerVertex +{ + vec4 gl_Position; +}; +#endif + +void main(void) +{ + out_Color = vec4(0.0, 0.0, 0.0, 0.0); + out_Color += textureLod(g_tex2D_Static, g_UniformBuff_Stat.UV + g_StorageBuff_Stat.UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Static[0], g_UniformBuffArr_Stat[0].UV + g_StorageBuffArr_Stat[0].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Static[1], g_UniformBuffArr_Stat[1].UV + g_StorageBuffArr_Stat[1].UV[0].xy, 0.0); + + out_Color += textureLod(g_tex2D_Mut, g_UniformBuff_Mut.UV + g_StorageBuff_Mut.UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Mut[0], g_UniformBuffArr_Mut[0].UV + g_StorageBuffArr_Mut[0].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Mut[1], g_UniformBuffArr_Mut[1].UV + g_StorageBuffArr_Mut[1].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Mut[2], g_UniformBuffArr_Mut[2].UV + g_StorageBuffArr_Mut[2].UV[0].xy, 0.0); + + out_Color += textureLod(g_tex2D_Dyn, g_UniformBuff_Dyn.UV + g_StorageBuff_Dyn.UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[0], g_UniformBuffArr_Dyn[0].UV + g_StorageBuffArr_Dyn[0].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[1], g_UniformBuffArr_Dyn[1].UV + g_StorageBuffArr_Dyn[1].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[2], g_UniformBuffArr_Dyn[2].UV + g_StorageBuffArr_Dyn[2].UV[0].xy, 0.0); + out_Color += textureLod(g_tex2DArr_Dyn[3], g_UniformBuffArr_Dyn[3].UV + g_StorageBuffArr_Dyn[3].UV[0].xy, 0.0); + + imageStore(g_tex2DStorageImg_Stat, ivec2(0,0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Mut[0], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Mut[1], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Dyn[0], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + imageStore(g_tex2DStorageImgArr_Dyn[1], ivec2(0, 0), vec4(1.0, 2.0, 3.0, 4.0)); + + gl_Position = vec4(0.0, 0.0, 0.0, 1.0); +} diff --git a/Tests/TestApp/assets/Shaders/SpriteGL.psh b/Tests/TestApp/assets/Shaders/SpriteGL.psh index 557ec8e..f2bdd11 100644 --- a/Tests/TestApp/assets/Shaders/SpriteGL.psh +++ b/Tests/TestApp/assets/Shaders/SpriteGL.psh @@ -3,7 +3,7 @@ layout(location = 1)in vec2 in_UV; uniform sampler2D g_tex2DTest; -out vec4 out_Color; +layout(location = 0) out vec4 out_Color; void main(void) { diff --git a/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh b/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh index 114bcb4..003426d 100644 --- a/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh +++ b/Tests/TestApp/assets/Shaders/TextureIntTestGL.psh @@ -3,7 +3,7 @@ layout(location = 1)in vec2 in_UV; uniform isampler2D g_tex2DTest; -out vec4 out_Color; +layout(location = 0) out vec4 out_Color; void main(void) { diff --git a/Tests/TestApp/assets/Shaders/TextureTestGL.psh b/Tests/TestApp/assets/Shaders/TextureTestGL.psh index 021f555..3f84f11 100644 --- a/Tests/TestApp/assets/Shaders/TextureTestGL.psh +++ b/Tests/TestApp/assets/Shaders/TextureTestGL.psh @@ -3,7 +3,7 @@ layout(location = 1)in vec2 in_UV; uniform sampler2D g_tex2DTest; -out vec4 out_Color; +layout(location = 0) out vec4 out_Color; void main(void) { diff --git a/Tests/TestApp/assets/Shaders/UniformBufferGL.psh b/Tests/TestApp/assets/Shaders/UniformBufferGL.psh index 5400a66..267e678 100644 --- a/Tests/TestApp/assets/Shaders/UniformBufferGL.psh +++ b/Tests/TestApp/assets/Shaders/UniformBufferGL.psh @@ -12,7 +12,7 @@ uniform cbTestBlock vec4 Color; }g_TestBlock; -out vec4 out_Color; +layout(location = 0) out vec4 out_Color; void main(void) { diff --git a/Tests/TestApp/assets/Shaders/minimalGL.psh b/Tests/TestApp/assets/Shaders/minimalGL.psh index c39bb30..8aafaa2 100644 --- a/Tests/TestApp/assets/Shaders/minimalGL.psh +++ b/Tests/TestApp/assets/Shaders/minimalGL.psh @@ -1,8 +1,8 @@ // Fragment Shader – file "minimal.frag" -layout(location = 1)in vec3 ex_Color; +layout(location = 1) in vec3 ex_Color; -out vec4 out_Color; +layout(location = 0) out vec4 out_Color; void main(void) { diff --git a/Tests/TestApp/assets/TestComputeShaders.lua b/Tests/TestApp/assets/TestComputeShaders.lua index ad45095..3f8c6e4 100644 --- a/Tests/TestApp/assets/TestComputeShaders.lua +++ b/Tests/TestApp/assets/TestComputeShaders.lua @@ -235,8 +235,8 @@ RenderPSO = PipelineState.Create pPS = RenderPS, InputLayout = { - { InputIndex = 0, BufferSlot = 0, NumComponents = 3, ValueType = "VT_FLOAT32"}, - { InputIndex = 1, BufferSlot = 1, NumComponents = 2, ValueType = "VT_FLOAT32"} + { InputIndex = 0, BufferSlot = 0, NumComponents = 3, ValueType = "VT_FLOAT32", IsNormalized = false}, + { InputIndex = 1, BufferSlot = 1, NumComponents = 2, ValueType = "VT_FLOAT32", IsNormalized = false} }, RTVFormats = {"TEX_FORMAT_RGBA8_UNORM_SRGB"}, PrimitiveTopology = "PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP" diff --git a/Tests/TestApp/include/TestShaderResourceLayout.h b/Tests/TestApp/include/TestShaderResourceLayout.h new file mode 100644 index 0000000..bc7d0ad --- /dev/null +++ b/Tests/TestApp/include/TestShaderResourceLayout.h @@ -0,0 +1,35 @@ +/* Copyright 2015-2018 Egor Yusov + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. + * + * In no event and under no legal theory, whether in tort (including negligence), + * contract, or otherwise, unless required by applicable law (such as deliberate + * and grossly negligent acts) or agreed to in writing, shall any Contributor be + * liable for any damages, including any direct, indirect, special, incidental, + * or consequential damages of any character arising as a result of this License or + * out of the use or inability to use the software (including but not limited to damages + * for loss of goodwill, work stoppage, computer failure or malfunction, or any and + * all other commercial damages or losses), even if such Contributor has been advised + * of the possibility of such damages. + */ + +#pragma once + +#include "UnitTestBase.h" + +class TestShaderResourceLayout : public UnitTestBase +{ +public: + TestShaderResourceLayout( Diligent::IRenderDevice *pDevice, Diligent::IDeviceContext *pContext ); + +private: + Diligent::RefCntAutoPtr m_pDeviceContext; +}; diff --git a/Tests/TestApp/src/TestShaderResourceLayout.cpp b/Tests/TestApp/src/TestShaderResourceLayout.cpp new file mode 100644 index 0000000..d5b7954 --- /dev/null +++ b/Tests/TestApp/src/TestShaderResourceLayout.cpp @@ -0,0 +1,101 @@ +/* Copyright 2015-2018 Egor Yusov + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. + * + * In no event and under no legal theory, whether in tort (including negligence), + * contract, or otherwise, unless required by applicable law (such as deliberate + * and grossly negligent acts) or agreed to in writing, shall any Contributor be + * liable for any damages, including any direct, indirect, special, incidental, + * or consequential damages of any character arising as a result of this License or + * out of the use or inability to use the software (including but not limited to damages + * for loss of goodwill, work stoppage, computer failure or malfunction, or any and + * all other commercial damages or losses), even if such Contributor has been advised + * of the possibility of such damages. + */ + +// EngineSandbox.cpp : Defines the entry point for the application. +// + +#include "pch.h" +#include "TestShaderResourceLayout.h" +#include "BasicShaderSourceStreamFactory.h" + +using namespace Diligent; + +TestShaderResourceLayout::TestShaderResourceLayout( IRenderDevice *pDevice, IDeviceContext *pContext ) : + UnitTestBase("Shader resource layout initialization test"), + m_pDeviceContext(pContext) +{ + ShaderCreationAttribs CreationAttrs; + BasicShaderSourceStreamFactory BasicSSSFactory("Shaders"); + CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory; + CreationAttrs.EntryPoint = "main"; + + RefCntAutoPtr pVS; + if(pDevice->GetDeviceCaps().DevType == DeviceType::Vulkan) + { + CreationAttrs.Desc.Name = "Shader resource layout test VS"; + CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; + CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL; + CreationAttrs.FilePath = "Shaders\\ShaderResLayoutTestGL.vsh"; + ShaderVariableDesc VarDesc[] = + { + { "g_tex2D_Static", SHADER_VARIABLE_TYPE_STATIC }, + { "g_tex2D_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "g_tex2D_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "g_tex2DArr_Static", SHADER_VARIABLE_TYPE_STATIC }, + { "g_tex2DArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "g_tex2DArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "UniformBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "UniformBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "UniformBuffArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "UniformBuffArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "storageBuff_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "storageBuff_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "storageBuffArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "storageBuffArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "g_tex2DStorageImgArr_Mut", SHADER_VARIABLE_TYPE_MUTABLE }, + { "g_tex2DStorageImgArr_Dyn", SHADER_VARIABLE_TYPE_DYNAMIC }, + { "g_tex2DNoResourceTest", SHADER_VARIABLE_TYPE_DYNAMIC } + }; + CreationAttrs.Desc.VariableDesc = VarDesc; + CreationAttrs.Desc.NumVariables = _countof(VarDesc); + + pDevice->CreateShader(CreationAttrs, &pVS); + VERIFY_EXPR(pVS); + } + + RefCntAutoPtr pPS; + if (pDevice->GetDeviceCaps().DevType == DeviceType::Vulkan) + { + CreationAttrs.Desc.Name = "Shader resource layout test FS"; + CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; + CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_GLSL; + CreationAttrs.FilePath = "Shaders\\ShaderResLayoutTestGL.psh"; + pDevice->CreateShader(CreationAttrs, &pPS); + VERIFY_EXPR(pPS); + } + + PipelineStateDesc PSODesc; + PSODesc.Name = "Shader resource layout test"; + PSODesc.GraphicsPipeline.pVS = pVS; + PSODesc.GraphicsPipeline.pPS = pPS; + PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + PSODesc.GraphicsPipeline.NumRenderTargets = 1; + PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM; + PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; + + RefCntAutoPtr pTestPSO; + pDevice->CreatePipelineState(PSODesc, &pTestPSO); + VERIFY_EXPR(pTestPSO); + + SetStatus(TestResult::Succeeded); +} -- cgit v1.2.3