/* 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 "TestPipelineStateBase.h" using namespace Diligent; static const char g_ShaderSource[] = "void VSMain(out float4 pos : SV_POSITION) \n" "{ \n" " pos = float4(0.0, 0.0, 0.0, 0.0); \n" "} \n" " \n" "void PSMain(out float4 col : SV_TARGET) \n" "{ \n" " col = float4(0.0, 0.0, 0.0, 0.0); \n" "} \n" ; TestPipelineStateBase::TestPipelineStateBase(Diligent::IRenderDevice *pDevice, const char *Name) : UnitTestBase(Name), m_pDevice(pDevice) { ShaderCreateInfo Attrs; Attrs.Source = g_ShaderSource; Attrs.EntryPoint = "VSMain"; Attrs.Desc.ShaderType = SHADER_TYPE_VERTEX; Attrs.Desc.Name = "TrivialVS (TestPipelineStateBase)"; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; Attrs.UseCombinedTextureSamplers = true; m_pDevice->CreateShader(Attrs, &m_pTrivialVS); Attrs.EntryPoint = "PSMain"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.Desc.Name = "TrivialPS (TestPipelineStateBase)"; m_pDevice->CreateShader(Attrs, &m_pTrivialPS); m_PSODesc.GraphicsPipeline.pVS = m_pTrivialVS; m_PSODesc.GraphicsPipeline.pPS = m_pTrivialPS; m_PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; m_PSODesc.GraphicsPipeline.NumRenderTargets = 1; m_PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM; m_PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; }