/* Copyright 2015-2019 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 "TestComputeShaders.h" #include "GraphicsUtilities.h" #include "ConvenienceFunctions.h" using namespace Diligent; TestComputeShaders::TestComputeShaders() : UnitTestBase("Compute shader test") { } void TestComputeShaders::Init( IRenderDevice *pDevice, IDeviceContext *pContext, ISwapChain *pSwapChain ) { if(!pDevice->GetDeviceCaps().bComputeShadersSupported) { SetStatus(TestResult::Skipped, "Compute shaders are not supported"); return; } m_pRenderDevice = pDevice; m_pDeviceContext = pContext; const auto* BackBufferFmt = pDevice->GetTextureFormatInfo(pSwapChain->GetDesc().ColorBufferFormat).Name; const auto* DepthBufferFmt = pDevice->GetTextureFormatInfo(pSwapChain->GetDesc().DepthBufferFormat).Name; m_pRenderScript = CreateRenderScriptFromFile( "TestComputeShaders.lua", pDevice, pContext, [BackBufferFmt, DepthBufferFmt]( ScriptParser *pScriptParser ) { pScriptParser->SetGlobalVariable( "extBackBufferFormat", BackBufferFmt ); pScriptParser->SetGlobalVariable( "extDepthBufferFormat", DepthBufferFmt ); } ); } void TestComputeShaders::Draw() { if(!m_pDeviceContext) return; m_pRenderScript->Run( m_pDeviceContext, "Render" ); SetStatus(TestResult::Succeeded); }