/* 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. */ #include "pch.h" //#include "RenderDeviceGL.h" //#include "TextureGL.h" //#include "BufferGL.h" #include "Errors.h" #include "TestCreateObjFromNativeResVK.h" using namespace Diligent; void TestCreateObjFromNativeResVK::CreateTexture(Diligent::ITexture *pTexture) { //#if PLATFORM_WIN32 || PLATFORM_LINUX || PLATFORM_ANDROID // RefCntAutoPtr pDeviceGL(m_pDevice, IID_RenderDeviceGL); // const auto &SrcTexDesc = pTexture->GetDesc(); // if (SrcTexDesc.Type == RESOURCE_DIM_TEX_CUBE_ARRAY) // return; // // RefCntAutoPtr pTextureGL(pTexture, IID_TextureGL); // auto GLHandle = pTextureGL->GetGLTextureHandle(); // RefCntAutoPtr pAttachedTexture; // auto TmpTexDesc = SrcTexDesc; // TmpTexDesc.Width = 0; // TmpTexDesc.Height = 0; // TmpTexDesc.MipLevels = 0; // TmpTexDesc.Format = TEX_FORMAT_UNKNOWN; // pDeviceGL->CreateTextureFromGLHandle(GLHandle, TmpTexDesc, &pAttachedTexture); // ++m_NumTexturesCreated; // // const auto &TestTexDesc = pAttachedTexture->GetDesc(); // VERIFY_EXPR(TestTexDesc == SrcTexDesc); // RefCntAutoPtr pAttachedTextureGL(pAttachedTexture, IID_TextureGL); // VERIFY_EXPR(pAttachedTextureGL->GetGLTextureHandle() == GLHandle); // VERIFY_EXPR(pAttachedTextureGL->GetBindTarget() == pTextureGL->GetBindTarget()); // VERIFY_EXPR( reinterpret_cast(pAttachedTextureGL->GetNativeHandle()) == GLHandle); //#endif } void TestCreateObjFromNativeResVK::CreateBuffer(Diligent::IBuffer *pBuffer) { //#if PLATFORM_WIN32 || PLATFORM_LINUX || PLATFORM_ANDROID // RefCntAutoPtr pDeviceGL(m_pDevice, IID_RenderDeviceGL); // const auto &SrcBuffDesc = pBuffer->GetDesc(); // RefCntAutoPtr pBufferGL(pBuffer, IID_BufferGL); // auto GLBufferHandle = pBufferGL->GetGLBufferHandle(); // // RefCntAutoPtr pBufferFromNativeGLHandle; // pDeviceGL->CreateBufferFromGLHandle(GLBufferHandle, SrcBuffDesc, &pBufferFromNativeGLHandle); // ++m_NumBuffersCreated; // // const auto &TestBufferDesc = pBufferFromNativeGLHandle->GetDesc(); // VERIFY_EXPR(TestBufferDesc == SrcBuffDesc); // // RefCntAutoPtr pTestBufferGL(pBufferFromNativeGLHandle, IID_BufferGL); // VERIFY_EXPR(pTestBufferGL->GetGLBufferHandle() == GLBufferHandle); // VERIFY_EXPR( reinterpret_cast(pTestBufferGL->GetNativeHandle()) == GLBufferHandle); //#endif }